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The character should have a single state machine. Animations should be controlled by the character state so they don't need their own character-specific state machine except as part of a generic animation system. Status variables (health, ammo, invincibility timer, inventory, etc) are part of deciding which state to transition to but not state machines in ...


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Since you are talking about things blocking light, I'm assuming you have some model for how light should spread. For example everything with no blocks above it is completely lit, light spreads to all neighbouring cells but loses a certain amount of brightness. You should be able to implement those rules fairly easily on the software side at least the ...



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