from direct.fsm.ClassicFSM import ClassicFSM from direct.fsm.State import State # Create a new FSM fsm = ClassicFSM('Example FSM', [State('State1', onEnter=func1), State('State2', onEnter=func2), State('State3', onEnter=func3), State('State4', onEnter=func4)], 'State1') # Transition from State1 to State2 fsm.request('State2')
from direct.fsm.ClassicFSM import ClassicFSM from direct.fsm.State import State class Player: def __init__(self): # Create a new FSM for the player self.fsm = ClassicFSM('Player FSM', [State('Idle', onEnter=self.idle Enter), State('Walk', onEnter=self.walkEnter), State('Attack', onEnter=self.attackEnter), State('Dead', onEnter=self.deadEnter)], 'Idle') def update(self): # Update the FSM based on player input and game state if .. condition for player to attack ..: self.fsm.request('Attack') elif .. condition for player movement ..: self.fsm.request('Walk') elif .. player is dead ..: self.fsm.request('Dead') else: self.fsm.request('Idle')This example shows how to use the ClassicFSM module to create an FSM for a player in a game. The player object is instantiated with an FSM, which has four states: Idle, Walk, Attack, and Dead. The player's update method is called every frame to determine which state transition to request based on game input and state. The package library for this module is Panda3D, an open-source, cross-platform game engine for Python.