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License: MIT License
Javascript Hierarchical Finite State Machine
License: MIT License
I can't seem to have a state transition to itself. Any reason why?
I don't know much about State machines, this is my first attempt at working with them. Your classes looked clean, so thought I would try them out.
when I ran the code after creating a simple stateMachine I was getting an error saying it could not convert StateMachineEvent into StateChangedEvent
so in the StateMachineEvent.as I changed
public class StateMachineEvent extends Event
to
public class StateMachineEvent extends StateChangeEvent
and I don't get an error anymore.
I am using Flex SDK 3.4.1.
Do you have any feedback about what I am doing wrong, or if what I did was really needed. I have only touched the surface of your code, as I said, I am a beginner of these concepts, and mid-level with as3. Thanks for sharing this code, looking forward to making it a foundation in my game.
Provision to pass input to to each state will help to avoid data global acess. we can move the code to library when used inside ui layers
I have a question about the recommended use of the hierarchy.
I use the SM.state property to do alot of conditional evaluation. i.e: if(SM.state == "active")
I would like to have say 2 states , "dying" and "dead". If I was to check this
if(SM.state == "dead") , is there a way that I could have that condition also = "dying" ?
I thought maybe if dead was the parent state and dying was the child, but that doesn't work
do I need to do if(state == "dying" || state == "dead") everytime ? that doesn't feel right to me.
Or should I have 3 states "deadAsParent" as the parent, and "dying" and "dead' as the child
and then only ever test (SM.parentState == "deadAsParent")
I may be overcomplicating this, as I am still grasping how to use this class in real-world cases.
Thanks again
Ryan
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