How do I clean up state transitions in a game character state machine?
#1
I’ve been trying to implement a proper state machine for my player character, but I’m stuck on how to cleanly handle the transitions between movement, attack, and hit-stun states without everything becoming a tangled mess of boolean checks. My current setup feels brittle, especially when I need to prioritize one state over another.
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#2
I have been there I ended up with a tangle of booleans that fought each other when inputs came in at the same moment Movement could start an attack and hit stun overlapped and the code would flip directions I tried a tiny state list with a current state and a few checks but the transitions felt brittle every time a window shifted I ended up rewriting the same logic again and again
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#3
One thing I did was to fold the decisions into a tiny map of priorities but it still leaked when the input arrived during a move I kept a guard that blocks state changes during critical frames and I measured frame length and window hits I saw occasional misses of a cancel which told me the problem is not fixed yet I ended up moving the logic into the animation events and that helped a little but not enough
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#4
Do you think the real bug is timing not the states I have wondered this myself when hit stun and movement feel off while inputs arrive at odd moments the logic keeps chasing a state that was never ready to switch I tried to push more of the decision into the animation system and that loosened things a bit but it still did not feel solid
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#5
Another angle I tried was not to chase a perfect cycle but to allow the current frame to decide if a transition might happen I let the update run with a one frame bias this kept the code calm for a while and I watched the flow in a replay with a few tests the feeling is not clean yet and I am not sure where to go next
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