17 hours ago

I've got a question concerning finite state machines for my first Godot platformer (see article).


See, I have a game project and someone in the Godot Discord server suggested using finite state machines.

Well, my main character (her name is Natalie) has (aside from standing still) sprites for walking, jumping, crouching, and climbing ropes. However, she has four animations for kicking (her main attack)--standing still, airborne, crouching, and clingingn to climbing ropes. Same for subweapons when I make them.

So, for using a finite state machines, is it possible to just have a "kick" state (and later a "use subweapon" state), and put in the code which specific animation depending on the situation? Or do I have to bite the bullet and make an individual kick and subweapon pose for each?

Just wanted to see if I can get by with the "enum" setup of FSM, or needing the "node" setup of FSM.

Any help is much appreciated.



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