James Tucker e03d6abbc8 Update finite state machine demo for 4.0.rc4 (#850) 2 years ago
..
debug e03d6abbc8 Update finite state machine demo for 4.0.rc4 (#850) 2 years ago
fonts e03d6abbc8 Update finite state machine demo for 4.0.rc4 (#850) 2 years ago
player e03d6abbc8 Update finite state machine demo for 4.0.rc4 (#850) 2 years ago
screenshots fcc7d5c723 Optimize PNG images using oxipng 5 years ago
state_machine e03d6abbc8 Update finite state machine demo for 4.0.rc4 (#850) 2 years ago
Demo.tscn e03d6abbc8 Update finite state machine demo for 4.0.rc4 (#850) 2 years ago
README.md e03d6abbc8 Update finite state machine demo for 4.0.rc4 (#850) 2 years ago
icon.png fcc7d5c723 Optimize PNG images using oxipng 5 years ago
icon.png.import e03d6abbc8 Update finite state machine demo for 4.0.rc4 (#850) 2 years ago
project.godot e03d6abbc8 Update finite state machine demo for 4.0.rc4 (#850) 2 years ago

README.md

Hierarchical Finite State Machine

This example shows how to apply the State machine programming pattern in GDscript, including Hierarchical States, and a pushdown automaton.

Language: GDScript

Renderer: Compatibility

Check out this demo on the asset library: https://godotengine.org/asset-library/asset/516

Why use a state machine

States are common in games. You can use the pattern to:

  1. Separate each behavior and transitions between behaviors, thus make scripts shorter and easier to manage.

  2. Respect the Single Responsibility Principle. Each State object represents one action.

  3. Improve your code's structure. Look at the scene tree and FileSystem tab: without looking at the code, you'll know what the Player can or cannot do.

You can read more about States in the excellent Game Programming Patterns ebook.

Screenshots

Screenshot