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game design · finite state machine · character mechanics

Player Character State Machine

Type State diagramStandard OMG UML 2.5.1 §14 + Harel (1987) statechartEngine schematex-stateUpdated 5/27/2026
Player Character State Machine
Drawing preview
The request

“Draw a player-character state machine with idle, moving, attacking, dodging, jumping and hurt states inside an alive state, plus a death state when health reaches zero.”

Then tryAdd a blocking state from idle and moving.Change the dodge trigger to consume stamina.
What is in this drawing

Read the decisions behind it.

01

Using a composite state 'Alive' to group all active states enables a single transition to Death from any state when health reaches zero.

02

Input-driven transitions (move_input, attack_input, dodge_input, jump_input) ensure immediate player control responsiveness.

03

The Hurt state provides a damage feedback loop, preventing rapid repeated damage before returning to Idle.

Use this state machine template when designing a reactive player character for 2D/3D action games, platformers, or fighting games where the player can move, attack, dodge, and jump, with health-based death.

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