Files
godot-demo-projects/2d/finite_state_machine/Demo.tscn
Hugo Locurcio aae565b34a [3.x] Enable physics interpolation in all demos that use physics (#1069)
This also improves visuals in the Voxel and Dynamic Split Screen demos,
and fixes splitscreen mode in the Platformer 2D demo.

Most demos (other than physics tests) have also had their physics FPS
increased to 120. This is done consistency with 4.x, but also for the
benefits it still provides when interpolation are enabled
(lower input lag, more stable simulation).
2024-11-22 16:57:10 +01:00

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[gd_scene load_steps=6 format=2]
[ext_resource path="res://player/Player.tscn" type="PackedScene" id=1]
[ext_resource path="res://fonts/source_code_pro_explanations.tres" type="DynamicFont" id=2]
[ext_resource path="res://debug/StatesStackDiplayer.tscn" type="PackedScene" id=3]
[ext_resource path="res://debug/ControlsPanel.tscn" type="PackedScene" id=4]
[ext_resource path="res://fonts/source_code_pro_explanations_bold.tres" type="DynamicFont" id=5]
[node name="Demo" type="Node"]
[node name="Player" parent="." instance=ExtResource( 1 )]
position = Vector2( 640, 400 )
[node name="Explanations" type="RichTextLabel" parent="."]
anchor_right = 1.0
anchor_bottom = 1.0
margin_left = 10.0
margin_top = -370.0
margin_right = -10.0
margin_bottom = -730.0
rect_clip_content = false
mouse_filter = 2
size_flags_vertical = 4
custom_fonts/bold_font = ExtResource( 5 )
custom_fonts/normal_font = ExtResource( 2 )
bbcode_enabled = true
bbcode_text = "This example shows how to apply the State programming pattern in GDScript, including Hierarchical States, and a pushdown automaton.
States are common in games. You can use the pattern to:
1. Separate each behavior and transitions between behaviors, thus make scripts shorter and easier to manage
2. Respect the Single Responsibility Principle. Each State object represents [b]one[/b] action
3. Improve your code's structure. Look at the scene tree and FileSystem tab: without looking at the code, you'll know what the Player can or cannot do.
You can read more about States in the excellent [url=http://gameprogrammingpatterns.com/state.html]Game Programming Patterns ebook[/url]."
text = "This example shows how to apply the State programming pattern in GDScript, including Hierarchical States, and a pushdown automaton.
States are common in games. You can use the pattern to:
1. Separate each behavior and transitions between behaviors, thus make scripts shorter and easier to manage
2. Respect the Single Responsibility Principle. Each State object represents one action
3. Improve your code's structure. Look at the scene tree and FileSystem tab: without looking at the code, you'll know what the Player can or cannot do.
You can read more about States in the excellent Game Programming Patterns ebook."
__meta__ = {
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}
[node name="Control" type="Control" parent="."]
anchor_right = 1.0
anchor_bottom = 1.0
[node name="StatesStackDiplayer" parent="Control" instance=ExtResource( 3 )]
[node name="ControlsPanel" parent="Control" instance=ExtResource( 4 )]
[editable path="Player"]