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game design · finite state machine · character mechanics

Player Character State Machine

유형 상태 다이어그램표준 OMG UML 2.5.1 §14 + Harel (1987) statechart엔진 schematex-state업데이트됨 2026. 5. 27.
Player Character State Machine
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요청 내용

“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.”

그렇다면Add a blocking state from idle and moving.Change the dodge trigger to consume stamina.
이 도면에 담긴 내용

그 이면의 의사결정을 읽어 보세요.

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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