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Aug 31, 2011 at 7:57 vote accept Paul Manta
Aug 4, 2011 at 3:13 comment added Blecki @Paul - it's really just to bind the state machine to the entity component system.
Aug 2, 2011 at 15:27 answer added TravisG timeline score: 2
Aug 2, 2011 at 14:16 answer added user744 timeline score: 4
Aug 2, 2011 at 13:01 comment added Paul Manta @Blecki And what is the purpose of the Controller, other than storing the state?
Aug 2, 2011 at 12:22 comment added Blecki Another for thinking you shouldn't have a component to represent the state. I have a 'player controller' component, and that stores the state of the player, which is a node on this graph. omnisu.com/PlayerStateFlowchart.jpg
Aug 2, 2011 at 6:59 comment added Maik Semder "WalkLeft" sounds like a state of an animation-controller component, so better store it in this component, if you store it in the entity, you might have the situation, that 2 components have different ideas of the current state, i. e. The health component might be in state "super power mode", still the entity is "walking left"
Aug 2, 2011 at 6:49 comment added Maik Semder What if the entity is a bird, or a boat, or a projectile? They don't "WalkLeft"
Aug 2, 2011 at 6:16 comment added Paul Manta @josh Currently, each state is its own component. However, the design is subject to many changes since I'm still debating it. (Entity has a pointer to an EntityState object; that pointer can point to any implementation of the base state class.)
Aug 2, 2011 at 4:56 comment added user1430 Is each state a component, or is there one component which keeps track of the state (in other words, can I attach both the WalkingLeft and WalkingRight components to the same aggregate object)?
Aug 2, 2011 at 4:49 history asked Paul Manta CC BY-SA 3.0