Open Andidy opened 2 years ago
State Machines are complex, and I have been unable to find a good solution for them, so for now I am sticking with the super basic switch(state)
model. I am not happy with that solution because it lacks automation for the programmer and is harder to drive with pure asset data. Also relevant for #70
A state machine should be created for the battle scene to help with managing the input complexity. Here is a rough draft of the State Machine: