Starter state machines in Godot 4

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  • Опубліковано 3 жов 2024

КОМЕНТАРІ • 136

  • @RustoKomuska
    @RustoKomuska 9 місяців тому +51

    As a newbie to Godot and game design but not to coding in general, the exploration of using a node based approach to state machines was fairly eye opening. Thanks!

  • @jobbingtoaster1502
    @jobbingtoaster1502 Рік тому +44

    This is a great explanation and breakdown of state machines. State machines are one of those things that beginner game programmers should learn as soon as possible.

  • @RetroBright262
    @RetroBright262 5 місяців тому +5

    Great video! Most of the time, I use almost exactly this approach. The only difference I have is that my separate states fire signals that allow the owner of the state machine to decide what its next state will be based on the owners properties or configurations. By not having separate states reference other states it means that all combinations of states can be used, since the owner of the state machine controls what happens next based on individual state signals. Sometimes these states even have their own 3D nodes in order to determine if it sees a target using a raycast for example. Child nodes of separate states can be interchanged per scenario, thus making it customizable per instance of that single state.

    • @TheShaggyDev
      @TheShaggyDev  4 місяці тому +3

      Oh I like that idea! Signals would give you a good bit of flexibility, as you've mentioned.

  • @lousyllamma986
    @lousyllamma986 4 дні тому +1

    Damn it’s kinda funny seeing this after I bumbled my way through dealing with a character that could swap abilities based upon powerups in game in my own project. I used messy if statements to get it working but this makes much more sense.

  • @Guru2Kid
    @Guru2Kid 10 місяців тому +16

    Of all the YT videos out there on state machines this one is the most straightforward and easy to understand. The idea of each state as a “hot-swappable” brain made it really click for me. Thank you for making this and looking forward to the next video!

  • @MTweedC4
    @MTweedC4 5 місяців тому +1

    This is my favorite video on Godot state machines. Love the node-based approach, simple - clean, effective. Thank you Shaggy!

  • @s_o0om
    @s_o0om 18 днів тому

    this is quite genuinely better than sliced bread. thank you so much for this

  • @emdee_
    @emdee_ 9 місяців тому +4

    i just wanted to let you know, thank you for leaving text-based versions in the descriptions. :)

  • @PeaceInExile
    @PeaceInExile 10 місяців тому +2

    It's been a while since I worked with state machines, so I really appreciated this video as a refresher.

  • @Brokencircuitboard
    @Brokencircuitboard 3 місяці тому +2

    Finally a basic explanation of fsm that i can understand. TBH, i never fully understand state machine even after watching many tutorial and sample project. You just make it all make sense. Turn up, i already using some kind of state machine in my project.. albeit primitive one 😆

  • @arcade_mntra
    @arcade_mntra 11 місяців тому +5

    Thanks for including the Enum + Match statement approach for making simple state machines. I exclusively use this approach for minions/enemies as its less resource hogging compared to the State Pattern approach.
    The node based State pattern approach is fine to use for Player character and Enemy Bosses.

  • @DavidReidChannel
    @DavidReidChannel Місяць тому +1

    Shaggy Dev. This was incredibly useful. Thanks for sharing.

  • @rileylovesee5899
    @rileylovesee5899 Місяць тому

    Very concise. As a beginner to Godot I understood what State Machines were, just didn't understand all the code. This video has certainly helped me out; although, I did have to watch it a few times to get it down. Very well done!

  • @Portponky
    @Portponky Рік тому +7

    Nice to see this topic covered again for Godot 4.

  • @badmonkey91
    @badmonkey91 7 місяців тому +2

    Thanks for sharing your info with us. I had an old game where the character has several states (run, slide to a stop, turn around, crouch, jump, climb up, climb down, use action) and the code was growing untenable. I've been wanting to go back and add to the game, but the state controller is over a hundred lines and so messy. I'm converting it to your style of node base states and it's so clean. I appreciate it. And your website version of the explanations is an awesome addition. I'm sure I'm dozens of web clicks on it. Thank you!

    • @TheShaggyDev
      @TheShaggyDev  7 місяців тому +1

      Thanks! Always happy to hear about people using the site! I prefer reading to watching so I like to offer that to others like myself.

  • @zerofallstudios
    @zerofallstudios 11 місяців тому +1

    I really like how this implementation is clean and explicit. You can compose different states on different players or enemies.

  • @hamsu7453
    @hamsu7453 11 місяців тому +1

    Keep it up man, waiting on the next more advanced FSM tutorial!

  • @morneerasmus1789
    @morneerasmus1789 7 місяців тому

    Thanks! I had a similar implementation except I was using the processing of each of the individual nodes, I think I ran into some overlap where some states were still running while the new states were active. Your way of using the parent's processing sorted this out.
    Thanks :)

  • @wedge_one
    @wedge_one 11 місяців тому

    this is the best video about node base state mechine in Godot. the examples helps A TON! ty for the video!

  • @FuzzballStudios
    @FuzzballStudios Рік тому +1

    As for giving the state machine a reference to the parent, you can use the state machine’s `owner` property; that will always be initialized to the scene root: in this case, the player. Even if the hierarchy changes, whether when you restructure the Player scene or later during runtime, a node’s `owner` won’t change unless you change it manually using `Node.set_owner()` in code.

  • @kron520
    @kron520 Рік тому +1

    I've been using the node-based approach for a while now, but using a generic state script + lambda functions and overwriting them in the state-machine script as needed.

  • @Zane_2029
    @Zane_2029 10 місяців тому

    Thanks, really needed help with this. Planning on making a platformer game and this really helps achieve that, straight to the point and easily explained. You've got a sub from me, looking forward to more State machine Tutorials for Godot 4

  • @jules_________
    @jules_________ Рік тому

    How much was i waiting for this, thanks !

  • @Redvirex
    @Redvirex 11 місяців тому

    thanks for the video, so useful, waiting for the next

  • @MrBoingus
    @MrBoingus Рік тому +2

    ahh, a great recreation of your classic videos. this is the state machine foundation i've been using in godot ever since your original videos. i'm EXTREMELY excited for the next video on (unless i misunderstood) what to do if you need a more complex state machine! perhaps one with a ton of different states...??

  • @nandomax3
    @nandomax3 10 місяців тому

    Great explanation. I have a game here with a player built using node composition. I believe my next step would be to extract those node that handles jump, movement and so on to their own state. I'll try to do it without copying exactly what you did, but I could grasp the general idea: 1 state manager has many states, which extends the base state node. The state manager will handle the logic between states, while the states has logic for handling input, animation and gravity as it seems fit

  • @hamsu7453
    @hamsu7453 11 місяців тому

    Yes please more in depth one. Keep it up!

  • @addmix
    @addmix 11 місяців тому

    This is a pattern I utilize greatly, and always advise beginners learn to use. My current opinion on the best implementation for node-based state machines is a single node that behaves both as a state and a machine, which allows for hierarchical state machines, although it can lead to some mess if structured improperly.

  • @NexusBaum
    @NexusBaum Місяць тому

    good stuff!

  • @luisces
    @luisces 11 місяців тому +2

    This is the best state machine explanation around, yet i still cant wrap my mind around it sommehow. Maybe its the language barrier that sometimes gets to me. But awesome vide as always love your content!

    • @melpeslier
      @melpeslier 10 місяців тому

      It's because you don't try by yourself, videos are great, yeah, but ONLY after you've struggled a lot

  • @shindig9000
    @shindig9000 11 місяців тому

    I can't wait for the next video!

  • @crebafurros
    @crebafurros 11 місяців тому

    No way, I was just watching your old videos on this topic because I started studying finite state machines, what a coincidence lmao

  • @SameeraD-v2f
    @SameeraD-v2f Місяць тому

    It is so excited ❤
    But how we practiced can you please suggest

  • @P1agueDoc
    @P1agueDoc 11 місяців тому +1

    Please please pl3ase do more on state machines this helelped so damn much

  • @ChrisSwafford1
    @ChrisSwafford1 10 місяців тому

    Thank you!

  • @a1534-d7k
    @a1534-d7k 10 місяців тому

    would love an in depth video on hierarchical state machines in godot 4

  • @terry-
    @terry- 8 місяців тому +1

    Great!

  • @wick3dwick
    @wick3dwick 9 місяців тому

    Great general overview. Really easy to follow and implement. That said, i do have some issues with using it when i want to react to other signals.
    In my case, its for character attacks that can combo. I want to trigger a knockback effect on each hit, so i have a knockback state with special behavior, and then each state listens on a signal that the hurtbox has been entered, and transitions to the knockback state. What happens is my signal in the Idle triggers, and transitions to the knockback state, where the signal for the knockback state triggers and applies its effect again. This somehow happens even when i check if the state is active in the signal...

  • @melpeslier
    @melpeslier 10 місяців тому +1

    Good stuff 🔥
    Don't forget to try your own things without looking at vids or else you won't progress guys 😉

  • @thrustwizard9082
    @thrustwizard9082 Рік тому

    for simpler sate machines (like your turret) i like to use a setter to handle changing state.

  • @Max_prez555
    @Max_prez555 Рік тому

    You really make hight quality videos! Thanks alot for all of them!
    I wonder if you'll ever make a video of an implementation of utility ai in godot 4. Would really love that!

    • @TheShaggyDev
      @TheShaggyDev  11 місяців тому +1

      Thanks! And possibly! I covered the high level design in my last devlog, but didn't show much code related to it, so might be worth diving in further.

  • @wesc6755
    @wesc6755 4 місяці тому +3

    IMO, using Nodes for states falls down hard for larger projects. We use Resources for states instead, with a StateMachine node holding an Array of them. States can be dropped into the statemachine's inspector. The states have initialize, enter/exit state methods and a process method that's called by the StateMachine node every frame for the current state.Much cleaner than a huge list of nodes in the scene to enable/disable all the time. ANd Resources don't need all the extra internal bulk of Nodes. IMO, using nodes is just asking for a maintenance nightmare as soon as the project grows a bit. And I don't even think Nodes is simpler for new devs. But hey! They are a thousand ways to do everything. Just my thoughts. Peace.

  • @Skiggles
    @Skiggles Місяць тому

    My implementation is very similar except I don't like specifying the player type for the parent as this ties to the state machine code to only work for the player class. Instead, I used CharacterBody3D since I am creating a 3D game. This means enemies could potentially use the same scripts but the down side is not having code completion for player specific variables. I guess you could cast the parent to a Player type within the individual states but I am still working that bit out. Good video.

  • @Yoshihara72
    @Yoshihara72 10 місяців тому

    Funnily enough, my implementation of a state machine is more or less the same.
    Except, that for some reason, I decided to switch between states based on strings, rather than exporting them as variables as needed for each state. In hindsight, I really don't know why I came up with this idea myself! :D
    Oh, and I also did decide to change states manually, rather than as a return value of a function.

  • @VenomousIncorporated
    @VenomousIncorporated 10 місяців тому

    It would be interesting to see how you handle various different types of Entities (Player, NPC, Object)

  • @alfredogodoy6854
    @alfredogodoy6854 11 місяців тому

    I met you thanks the introduction to Utility AI video. I would like to see a video about its implementation in Godot.

  • @rhinoromp5164
    @rhinoromp5164 Рік тому

    The Godot state chart addon is good and handles a lot of this for you, but lacks some of the flexibly of writing your own. I've used it in a couple of projects and really like it so far. It's worth checking out.

  • @vettie
    @vettie 5 місяців тому

    I thought I was crazy at first but they did tweak state machines quite a bit. I get whiplash from all of these changes sometimes. Open source engine problems, I suppose.

  • @SoporteSys16
    @SoporteSys16 9 місяців тому

    yeah really is great technique, for no use match and more clean code, one mob from my game the main code has more line than bible using match.

  • @TheLucas9d
    @TheLucas9d 24 дні тому

    I think you could remove the player related variables from the base State class in a way it becomes generic and reusable in objects that are not players

  • @davariusaz
    @davariusaz 2 місяці тому +1

    I don't see how this lets you reuse states on different objects. If you try to reuse your move state node on an object that can't jump, you'll have to make a new version of the move state script that doesn't allow transitioning to the jump state. Then when you want to tweak how the move state works for all objects, you'll have to make that same change multiple times for each object that uses it.

  • @rthypoo
    @rthypoo Рік тому +1

    thanks! I'm curious how you might implement parameterised states with this set up? Say, I have a 'stunned' state, but the stun time might vary. Would you add a parameter somehow or have some sort of player.stun_time variable? Similarly - how do you handle states that are imposed on the character by external entities. Looking forward to the next video!

    • @dustingarner4620
      @dustingarner4620 Рік тому +1

      In the script you can write
      @export var stun_time: float
      And it will allow you to modify the variable out in the node Inspector. You can then give the script to different nodes and change their stun times accordingly!
      For your second question, it depends on what you are trying to do. For instance, if there is a bullet fired at the character, I would suggest adding an Area2D node to the character. You can then connect the Area2D's area_entered or body_entered to changing the state:
      @onready var bullet_detector = $BulletDetector
      func _ready():
      bullet_detector.body_entered.connect(take_damage)
      func take_damage(body):
      if body is Bullet:
      change_state(States.Damaged)
      Or something like that. Sorry for formatting, this is on my phone.

  • @CyonixOfficial
    @CyonixOfficial 2 місяці тому +1

    Hey so there arent any errors in the code itself, but when trying to run the game it gives me the error (Invalid set index 'parent' (on base: 'Node') with value of type 'CharacterBody2D(Player)').
    Not sure how to fix this and any help would be greatly appreciated.
    (Also i've been mixing and mashing tutorials together so maybe that could be an issue)

  • @TheOnlyRandomChannel
    @TheOnlyRandomChannel 11 місяців тому +1

    How would you handle concurrent states? For example if the player is attacking mid jump or while moving?

    • @TheShaggyDev
      @TheShaggyDev  10 місяців тому

      I'll touch on this more in the next video, but there's nothing wrong with multiple state machines if you have independent states to manage, such as for a run and gun type of game.

  • @matthiash5428
    @matthiash5428 7 місяців тому

    I'm going to watch your other video on state machines next to figure this out, but I'd like to raise a question. What is and isn't a state in a state machine? As far as animation handling goes, this system is flawless. Each state has a distinct animation and that part is easy to get for me. But for movement handling, jump and fall control the opposite ends of y-direction movement, while move controls both directions of x, and idle is responsible for the lack of either. Since platformers tend to have x-direction capabilities in air, three of the four states can control when the player moves left or right.
    I think the concept of states being both directly responsible for movement (jumping velocity is instant once entering the state) and indirectly able to be controlled based on input without switching states is tripping me up. Outside of these four main actions, I'm confused on what actions should and shouldn't have separate states. Overall the idea of "swapping brains" with states is clear and concise, I may just be thinking about this too rigidly.

    • @TheShaggyDev
      @TheShaggyDev  7 місяців тому

      Rather than breaking it down into movement or not, I like to think of it as "Is this something that would require conditional logic to process?" I might need to do X if I'm falling or Y if I'm not, for instance.
      The next video should help clarify how to build out functionality and reuse some code to help with some of what you're talking about, but I think you've also actually stumbled upon a common criticism of state machines without even realizing it: they can get complicated pretty quickly.

  • @HueStudios-i5e
    @HueStudios-i5e 17 днів тому

    I'm working on a 3D game and I like your approach. I got one question though - do you think it is reasonable to have two state machines for 3D? Because I want to have legs animated when running, but you also can hold item which changes how the arm bones behave and I'm not sure if this is the correct approach, i.e. one state machine for legs and the other for upper body.

    • @TheShaggyDev
      @TheShaggyDev  17 днів тому

      Sure! That's exactly what I talk about in the follow up video to this one. It's not uncommon to have multiple stateful things on one entity.

  • @googleyoutubechannel8554
    @googleyoutubechannel8554 7 місяців тому

    If you embed a separate 'state machine' and define local 'states' for each type of object 'node', how do you know if you're getting the main supposed benefit of 'state machines' in that you're handling all possible states (and combinations of states...) in a deterministic way?
    What if not every piece of data in your game is trivially synchronous?
    What if you have a non-trivial amount of nodes, and in aggregate, they may not complete their state updates within 16ms?
    What if you have a non-trivial game that has at least one behavior, data or operation than affects a 'state' that could take more than one frame to calculate?

    • @TheShaggyDev
      @TheShaggyDev  7 місяців тому

      The states are still organized on that object, but there's no need that every object needs to run through one large state machine that keeps everyone in sync. They can, and will, change states at different times depending on the interactions each object has with the world. These small per-object state machines have a minimal impact on performance, which will be a game dependent detail anyways. If the state's can't update in time, profile and adjust where needed.
      While a lot of common state machine uses in games should be able to run synchronously just fine, long running or asynchronous tasks won't impact the implementation that significantly, nor will that make the state non-deterministic. We still got to this long running task based on some set of inputs to the machine. Depending on the exact use case, a processing state for that object might help to make it clearer what's going on and help prevent invalid state changes while it's processing everything, but that can, again, vary based on the game.

  • @HenrikJansson-r9g
    @HenrikJansson-r9g 18 днів тому

    Great content! But how come I can't download ZIP for this project in Github? It's so much easier to understand that way.

    • @TheShaggyDev
      @TheShaggyDev  18 днів тому

      Go to the repo root and you can download everything as a zip: github.com/theshaggydev/the-shaggy-dev-projects/tree/main

  • @starblinky4091
    @starblinky4091 7 місяців тому

    Thanks for explaining things. Question I have is what if your "idle" state needs to access another node inside the character scene. Like to get a particle system and enable it. Its okay to use a reference to that from the "Idle" class? Seems weird because you are referencing up the hierarchy instead of down.

    • @TheShaggyDev
      @TheShaggyDev  7 місяців тому +1

      Sure, it is what is is sometimes. I'd probably @export that reference, but you could also pass it in like you do the player if you'll need it a lot of places.

  • @jo-wx8ng
    @jo-wx8ng 4 місяці тому

    also if you had a death state how would you do that? would you have a transition from every other state to the death state?

    • @TheShaggyDev
      @TheShaggyDev  4 місяці тому +1

      That's one option. For something like death, I usually let the parent entity short-circuit that path, though, since there may be some higher level effects that need to be taken care of as well (game over screen when the player dies, etc)

  • @MarcelArtsCW
    @MarcelArtsCW 4 місяці тому

    I don't fully understand. Can someone tell me, what in that code (of the node based approach) causes the code to know, which State is inactive? With match, I get, why only one gets selected. But when I "return jump_state" for example... How does it know, that idle_state is no longer active and should not be executed anymore?

    • @TheShaggyDev
      @TheShaggyDev  4 місяці тому

      The trick is in the code for the State Machine node. When a state returns a new state, that triggers "change_state()" in the state machine, which changes which node is marked as the current state. As the machine only allows for one state to be active at a time, only the current state is ever processed and given inputs from the parent.

  • @MrBoingus
    @MrBoingus 2 місяці тому

    excuse me, i believe i might be have noticed an issue with this node-based setup, and i figured i'd ask to see if im missing something.
    i'm using this currently, in the process of setting up a very basic testing character. it has an Idle state, and if the player's Input.x variable is anything but zero, it calls switch_state from the StateMachine and switches to the Move state.
    in doing some debugging, i did a test where i called Engine.get_physics_frames() (gets the current number of physics frames that the engine has run in total) and it noticed something. If you have the game print the current physics frames immediately before calling switch_state, and then immediately before move_and_slide is called inside the Move state, the second call is 1 frame more than the first one.
    this seems to imply to me that, the point where the game detects the Input.x and switches states, to the point where the character is actually moved via move_and_slide, does NOT happen on the same physics frame (as i believe it normally does)
    Is this true? am i misinterpreting the numbers?

    • @TheShaggyDev
      @TheShaggyDev  2 місяці тому +1

      That's correct. On a given frame, the current state's logic is ran and a transition occurs if necessary. While the relevant enter and exit functions will run the same frame as the transition, frame-dependent logic does not, as the current frame has already been processed by the previous state. While you could have the new state process the current frame a second time, the implementation I show here isn't unusual in its one frame delay as it prevents frame data from being processed multiple times in the same frame.

    • @MrBoingus
      @MrBoingus 2 місяці тому

      @@TheShaggyDev so the one frame delay in movement probably isnt something to worry about, you think?
      thank you kindly for taking time to respond, by the way. i worry im doing things wrong a lot in coding

    • @TheShaggyDev
      @TheShaggyDev  2 місяці тому +1

      @@MrBoingus for most games, I think it's fine. If you had a game that required high precision inputs, like a fighting game or a high precision platformer, maybe you'd want to not have that delay.
      I also wouldn't stress tooooo much about doing it wrong if it works for you. We all code something ugly but functional at some point. Just gotta learn for next time 😊

    • @MrBoingus
      @MrBoingus 2 місяці тому

      @@TheShaggyDev so i actually am making a fighting game 😅 are you able to tell me how to remove the delay? or would it be too complex to explain?

    • @MrBoingus
      @MrBoingus 2 місяці тому

      if its an issue of your own personal time, i might be able to pay you something for the help. i know this could take away from time you could be working

  • @hidingdissident
    @hidingdissident 3 місяці тому

    is there a reason why you are not simply making the animations and state machine variables on your player node exported vars?
    on one hand you say that not passing the reference would break the code if you change the node structure but on the other hand you hard code the path to your state machine. just trying to understand your reasoning as i‘m currently in the process of switching from unity where i heavily used inspector set paths

    • @TheShaggyDev
      @TheShaggyDev  3 місяці тому

      You could certainly do that as well*, but I'm ok with the parent knowing its children. It's the child knowing its parent I'm more cautious of.
      * There was an issue in Godot for a bit where a top-level exported variable would point to the wrong node when multiple instances were in a scene, but I believe that's been fixed now.

  • @santoshgujar5237
    @santoshgujar5237 6 місяців тому

    ✨🙏🏼✨

  • @AleczanderSmith
    @AleczanderSmith 10 місяців тому +2

    when I try to run this scripts I get an error that reads "invalid call. nonexistent function `enter` in base `Nil`" in the state_machine node, func change_state final line `current_state.enter()`

    • @TheShaggyDev
      @TheShaggyDev  10 місяців тому

      Make sure you've set the starting state on your state machine. That should be an exported node you can edit from the inspector.

    • @Chase_Is
      @Chase_Is 9 місяців тому

      Do you go through doing this in the video? I'm trying to assign the starting state in my state machine but none of my nodes are able to be assigned@@TheShaggyDev

    • @TheShaggyDev
      @TheShaggyDev  9 місяців тому

      @@Chase_Is Are your states inheriting from the State class? The export should be typed to State, so will only accept nodes that inherit from State. Can take a look at the sample project if you want to see how everything should be set up.

    • @Chase_Is
      @Chase_Is 9 місяців тому

      I have everything that you have in the file in your description. All of my states all extend the State class. So idle is the same as what you have in your sample@@TheShaggyDev

    • @Chase_Is
      @Chase_Is 9 місяців тому +1

      Oh I fixed it. All of my States were extending state except for the actual State script. Thank you so much for the reply, your videos are so helpful!!@@TheShaggyDev

  • @davisnoah347
    @davisnoah347 3 місяці тому

    how do I create a State class that godot will allow my state scripts to inherit? Because right now I get "Invalid inhereted parent name or path." whenever I create a script for my classes that tries to extend my State class. I am at my wits end with this.

    • @TheShaggyDev
      @TheShaggyDev  3 місяці тому

      There are two ways to inherit from a class in GDScript. The easiest is to make sure that you have "class_name State" (or whatever the class name is) at the top of your script and then "extends State" in the script you want to inherit from. You can also just do "extends" with a path to the script, but that's cludgy.

  • @mudinlange
    @mudinlange 7 місяців тому

    how do you make it auto-complete in the states?
    i'm using my own component "move_component" witch is a class "MovementComponent"
    I'm passing it to the state_machine and to idividual states aswell
    but when I use it inside the a idividual state is dosen't auto-complete when I'm writing a function, it works, but I need to keep bouncing to the component script to get the functions...

    • @TheShaggyDev
      @TheShaggyDev  7 місяців тому

      As long as you type your variable (ie "move_component: MovementComponent") it should autocomplete for you, though sometimes Godot can get a bit confused on types...

  • @disastideas5209
    @disastideas5209 3 місяці тому

    How important is it to use the optional static typing here? I couldn't find a reason to do so in the GDScript style guide

    • @disastideas5209
      @disastideas5209 3 місяці тому

      I'm assuming it's just preference

    • @TheShaggyDev
      @TheShaggyDev  3 місяці тому

      It is indeed just preference, but I do recommend it once you're comfortable with general coding. It makes it clearer to future you and others what your code is doing, it makes the code completion hints in Godot more helpful, and there are some small performance improvements from using it. Plus, in the case of this channel, it gives a better idea of what I'm doing without having to explicitly call out every variable.
      Again, though, totally optional and not something you have to worry about right away.

  • @Chase_Is
    @Chase_Is 9 місяців тому

    Hey, if anyone could help, when I call for the state machine to initiate itself I receive and null instance. Why is this so?

  • @drage2662
    @drage2662 8 місяців тому

    isn't class_name supposed to be under extends in scripts? 5:57

    • @TheShaggyDev
      @TheShaggyDev  8 місяців тому

      Either way is acceptable in Godot! I personally tend to put it first as that mirrors other programming languages where you typically have the pattern of "X is a subclass of Y"

  • @Dkerza
    @Dkerza 3 місяці тому

    Whats the difference between state.gd and state_machine.gd, the former doesn't have any owner of a node while the latter has whichs state_machine.tscn?

    • @TheShaggyDev
      @TheShaggyDev  2 місяці тому +1

      In short, state.gd handles the state-dependent logic where state_machine.gd handles coordination between states. So you might make a run state using state.gd, but let state_machine.gd handle transitions between states, dependency injection, etc.

  • @mattseaton5832
    @mattseaton5832 11 місяців тому

    Ok Fine. But why not just use the statemachine already implemented in an animationtree?

  • @JordanTolev
    @JordanTolev 9 місяців тому

    I love you platonically

  • @Hades200082
    @Hades200082 11 місяців тому

    I’ve tried this in a test project but am having problems with the process_input function.
    After one state checks Input and returns another state the new states process input doesn’t get called

    • @TheShaggyDev
      @TheShaggyDev  11 місяців тому

      Yep, that's to be expected. This state machine lets one state respond to one input, so if a new state is returned, it has to wait until the next input event to respond.
      You'll need to modify the project if you need to let multiple states respond to the same input, though I don't know if that's really a traditional approach to state machines.

  • @zacklewan4183
    @zacklewan4183 10 місяців тому

    I'm utilizing C#, and working through this tutorial and a conversion process from GDScript. What would be the equivalent of this section of the Statemachine code:
    func init(parent: Player) -> void:
    for child in get_children():
    child.parent = parent
    in C#?

    • @melpeslier
      @melpeslier 10 місяців тому +1

      public void Init(Player parent)
      {
      foreach (Node child in GetChildren())
      {
      child.SetParent(parent);
      }
      }

    • @zacklewan4183
      @zacklewan4183 10 місяців тому

      @mel-du-studio-coco thanks! Though, i don't think SetParent exists (I get an error saying it doesnt). What would be the alternative?

    • @melpeslier
      @melpeslier 10 місяців тому

      here the 'set parent would be a custom function that you've made that assign the property 'parent' of your state script.

    • @melpeslier
      @melpeslier 10 місяців тому

      child.parent = parent
      @@zacklewan4183

  • @maykefernandesdossantos7374
    @maykefernandesdossantos7374 10 місяців тому

    could owner property simplify the code so that we dont have to pass the parent down?

    • @TheShaggyDev
      @TheShaggyDev  10 місяців тому

      Sure, that would work just fine for something like what's shown in the video.

  • @jo-wx8ng
    @jo-wx8ng 4 місяці тому

    I'm confused 5:45. where does this class name thing go?

    • @TheShaggyDev
      @TheShaggyDev  4 місяці тому +1

      That should go in your script holding the base state implementation (see "state.gd" in the sample project)

  • @tristangillis7365
    @tristangillis7365 11 місяців тому

    So this may be a dumb question, but I'm trying to learn this while doing a state machine on a simple racing game, but I'm getting my wires crossed somewhere. On the state machine, I need to be able to control the vehiclebody3D, which is of course its parent. But the VehicleBody3D controls things like steering and throttle. The state machine doesn't seem to be able to access those functions (Or exported variables), even when trying to access the parent (Or parent of the parent, to be fair, as the actual states are another layer below the state machine).
    Any idea how to have the states "latch on" to those functions so they can be modified? Or am I aiming for something fundamentally flawed?

    • @TheShaggyDev
      @TheShaggyDev  11 місяців тому +1

      Hmm, I'm afraid I'm not aware of any reason why you couldn't use this technique on the vehicle. Though I'm not overly familiar with the VehicleBody3D node, I don't think there's any specific reason why it wouldn't work.

    • @tristangillis7365
      @tristangillis7365 11 місяців тому

      @@TheShaggyDev
      All good, I'll keep playing around with it. Thanks for the reply!

  • @2archarry
    @2archarry 4 місяці тому

    I realized coding things such as sprite.flip_h = true. Is not a good practice, the best option is to do it from an animator... Maybe this character does not have an animator.

  • @salmonbamminfish2925
    @salmonbamminfish2925 Місяць тому

    how in the world do you download crap off of github

    • @TheShaggyDev
      @TheShaggyDev  Місяць тому +1

      If you just want a quick, one-time download, go to the repo root (github.com/theshaggydev/the-shaggy-dev-projects/tree/main), click the green "Code" button, and then you can download a zip file.

    • @salmonbamminfish2925
      @salmonbamminfish2925 Місяць тому

      @@TheShaggyDev thanks. I think I understand the state machine but parts of the code don’t recognize the class_name and I’m trying to figure out what I’m missing

    • @TheShaggyDev
      @TheShaggyDev  Місяць тому +1

      @@salmonbamminfish2925 as long as it's set up like in the sample project, it should work, but sometimes you need to restart Godot for class_name changes to take effect

    • @salmonbamminfish2925
      @salmonbamminfish2925 Місяць тому +1

      @@TheShaggyDevthank you so much. I am very blind and missed the extends node inside the base state class. Appreciate your help

    • @TheShaggyDev
      @TheShaggyDev  Місяць тому +1

      @@salmonbamminfish2925 Glad you got it sorted out!

  • @darthnegativehunter8659
    @darthnegativehunter8659 Рік тому +2

    you should NOT have state machines in gdscript for a production build.

    • @darthnegativehunter8659
      @darthnegativehunter8659 11 місяців тому +1

      @@zerofallstudiosi didn't say that. i said not in gdscript.
      the reason is that the overhead of gdscript composition is way too large. specially in the scene tree.
      what is needed for a proper state machine to run efficiently is inlined c++ functions.
      i'm not saying gdscript shouldn't be used for anything' i'm saying you will end up having something like 100x overhead for this usage.

  • @PunCala
    @PunCala 10 місяців тому

    "Let's go through this line by line" -> *proceeds to skip all functions*. As a beginner it's incredibly frustrating that every single state machine tutorial skips over major parts of the things they are supposed to teach. For example: I'm currently trying to find from Godot documentation whether functions enter() and exit() are default functions (like _ready()) or not, or how they work or why they are defined here, but once again the tutorial doesn't tell it. Googling enter() and exit() gives some info, but what exactly makes Godot call these custom functions and when? You just write them and they somehow magically work? For a beginner like me, a state machine is incredibly difficult to figure out and this is, like, the fourth tutorial that does the exact same mistakes.
    The biggest problem with these tutorials is that they never seem to tell WHEN or WHY stuff happens, like what is the logic. I'm inferring that maybe the enter() function is called automatically when state is entered yet I'm unsure why. Another thing that is difficult for a beginner is that you have two things running in parallel: game logic and animations. This causes some weird stuff to happen like being able to change direction during dash animation. None of these state machine tutorials give tools to understand the process better.

    • @PeaceInExile
      @PeaceInExile 10 місяців тому

      From what I can remember about how state machines work, the enter and exit functions are called from within the states themselves. For the example from the video, when the player is initialized in the world the _ready() function inside the player calls the state_machine's init() function.
      Inside of the state_machine we can see what the init() function does. Looking at the code it seems that all we do in this function is tell the state machine who the parent object is, and then tell the state machine to enter a new state using the change_state function.
      The change_state function takes in a state as a parameter so that it can know what state to enter. Looking in the body of the change_state function, the current_state is fed the parameter of the change_state function and then the enter() function is called from within change_state.
      This way, every time a new state is entered, the enter function in the state itself is called. This is how we tell the object what to do when the state is entered. Each time we need to exit a state we use a condition that tells the state machine to enter a new state.
      Inside the idle state, inside the process_input() function, we tell it what state to enter based on what input is pressed. When we press the "jump" button we enter the jump state. We do this by returning the jump_state inside of the process_input() function. The way that we return this is by telling the function that it will be returning a variable of the type State at the end of the function declaration (the part after the arrow operator).
      This takes us back into our state_machine code. The process_input() function holds a local variable called new_state. It sets this variable equal to the output of the process_input() function in whatever the current_state is. So going from idle to jump it would be something like, "var new_state = idle.process_input(jump)"
      This is only the way the code itself is interpreting it, not the way it is literally written. The next line says that if a new_state exists, then we will execute the following code. The code that follows would be translated as, "change_state(jump)." This is how we will be calling the change_state() function, which will in turn, call the enter() function on the jump state.
      Sorry for the wall of text, but I hope this helps.

    • @PunCala
      @PunCala 10 місяців тому

      @@PeaceInExile Ok, this helps a bit. Can you also comment on why, in the video at 8:55, there is a function called
      func process_input(event: InputEvent) -> State:
      Yet it does not reference the "event" at all. Instead it takes Input, which I presume is available inside the state itself?

    • @PeaceInExile
      @PeaceInExile 10 місяців тому +1

      @@PunCala I haven’t come across a reason to use that parameter yet. For now I’ve been ignoring it

  • @soundrogue4472
    @soundrogue4472 9 місяців тому +1

    Oh yeah, so "simple" that my code isn't working.