Advanced State Machines
Hierarchical states, state stacks, and context passing define complex behavior management.
Available Scripts
hsm_logic_state.gd
Expert HSM base class with state stack management and validation.
pushdown_automaton.gd
Stack-based state machine for interrupt-resume behavior (pause menus, cutscenes).
MANDATORY: Read hsm_logic_state.gd before implementing hierarchical AI behaviors.
NEVER Do in Advanced State Machines
- NEVER forget to call exit() before enter() — Transition without exit? Previous state cleanup skipped = resource leaks (timers, tweens). ALWAYS exit → enter.
- NEVER use push_state() without pop_state() — Pushed 100 interrupt states? Stack overflow + memory leak. EVERY push needs matching pop.
- NEVER modify state during transition —
transition_to()called insideexit()? Re-entrant transition = undefined behavior. Flag transitions, execute after current completes. - NEVER skip state validation —
transition_to("AttackState")but state doesn't exist? Silent failure OR crash. Validate state exists before transition. - NEVER forget to process child states — Hierarchical state with sub-states? Parent
update()must callcurrent_child_state.update()for delegation. - NEVER use string state names in code —
transition_to("Idel")typo = silent failure. Use constants OR enums:transition_to(States.IDLE).
# hierarchical_state.gd
class_name HierarchicalState
extends Node
signal transitioned(from_state: String, to_state: String)
var current_state: Node
var state_stack: Array[Node] = []
func _ready() -> void:
for child in get_children():
child.state_machine = self
if get_child_count() > 0:
current_state = get_child(0)
current_state.enter()
func transition_to(state_name: String) -> void:
if not has_node(state_name):
return
var new_state := get_node(state_name)
if current_state:
current_state.exit()
transitioned.emit(current_state.name if current_state else "", state_name)
current_state = new_state
current_state.enter()
func push_state(state_name: String) -> void:
if current_state:
state_stack.append(current_state)
current_state.exit()
transition_to(state_name)
func pop_state() -> void:
if state_stack.is_empty():
return
var previous_state := state_stack.pop_back()
transition_to(previous_state.name)
State Base Class
# state.gd
class_name State
extends Node
var state_machine: HierarchicalState
func enter() -> void:
pass
func exit() -> void:
pass
func update(delta: float) -> void:
pass
func physics_update(delta: float) -> void:
pass
func handle_input(event: InputEvent) -> void:
pass
Best Practices
- Separation - One state per file
- Signals - Communicate state changes
- Stack - Use push/pop for interruptions
Reference
- Related:
godot-characterbody-2d,godot-animation-player
Related
- Master Skill: godot-master