How do I avoid getting stuck between states in a character state machine?
#1
I've been trying to implement a proper state machine for my player character, but my code is turning into a tangled mess of boolean checks. I keep running into edge cases where the character gets stuck between states, like during a dash that can be canceled into a jump but not an attack. How do you structure this cleanly without it becoming unmanageable as you add more abilities?
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#2
Been there. I started with a tangle of booleans and it ended with a lot of stuck inputs and not enough transitions. I drew a quick state diagram on a whiteboard and mapped every move to a state and a few clean transitions, and suddenly the chaos started to look like something I could test.
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#3
In a small state machine I used an enum for states and a transition table that says if you are in dash and you press jump, go to jump; if you press attack, ignore until dash finishes. It keeps it readable and you can test by printing the current state.
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#4
I split it into a core physics state like onGround and inAir and an action layer with idle dash jump attack, plus a cancel window. Transitions only cross from the core to a new action state when the window is open.
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#5
Edge cases showed up fast. I added small guards like canDash, canCancelToJump, and a tiny dashCooldown; if you try to chain too early you just stay in dash or drop back to idle.
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#6
I tried a single big transition function and it burned me; so I switched to a few small helpers and a transitionInProgress flag to avoid mid transition glitches.
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#7
Do you treat cancel windows as events or as checkable conditions? I waffle on that, usually go with checking a timer and a flag, but sometimes it feels brittle.
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#8
I once tuned the update loop and found the order mattered; moving to a fixed timestep helped predictability. Naming transitions and keeping an explicit map even when you rewrite the code kept me sane for a while.
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