状态机实现角色移动的代码逻辑
时间: 2023-05-23 21:04:06 浏览: 51
实现一个状态机来控制角色移动的代码逻辑示例如下:
首先,定义状态机的状态和事件:
enum State {
IDLE,
WALKING,
RUNNING,
JUMPING,
FALLING
};
enum Event {
START_WALKING,
STOP_WALKING,
START_RUNNING,
STOP_RUNNING,
START_JUMPING,
FALL,
LAND
};
然后,定义状态转移表:
static const State transitions[] = {
/* from IDLE */ {WALKING, RUNNING, -1, JUMPING, -1},
/* from WALKING */ {IDLE, -1, RUNNING, JUMPING, FALLING},
/* from RUNNING */ {IDLE, WALKING, -1, JUMPING, FALLING},
/* from JUMPING */ {-1, -1, FALLING, -1, -1},
/* from FALLING */ {-1, -1, -1, -1, -1}
};
接着,定义状态机的代码逻辑:
class StateMachine {
public:
StateMachine() : state(IDLE) {};
void handle_event(Event event) {
const State& nextstate = transitions[state][event];
if (nextstate == state) {
// no state change
return;
}
switch_state(nextstate);
}
private:
void switch_state(State nextstate) {
// perform state exit actions
switch (state) {
case WALKING:
stop_walking();
break;
case RUNNING:
stop_running();
break;
case JUMPING:
break;
case FALLING:
break;
default:
break;
}
// perform state entry actions
switch (nextstate) {
case WALKING:
start_walking();
break;
case RUNNING:
start_running();
break;
case JUMPING:
start_jumping();
break;
case FALLING:
start_falling();
break;
default:
break;
}
// update state
state = nextstate;
}
State state;
};
最后,实现状态机的各种状态和事件的具体代码逻辑。