Game Development Reference
In-Depth Information
States
States within an FSM are responsible for associating an action with the state. We create a
state by passing an action and naming the state for debug convenience:
FiniteState.lua :
require "Action";
require "FiniteState";
require "FiniteStateTransition";
FiniteState = {};
function FiniteState.new(name, action)
local state = {};
-- The FiniteState's data members.
state.name_ = name;
state.action_ = action;
return state;
end
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