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Merge branch 'main' of github.com:derkork/godot-statecharts
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derkork committed Mar 31, 2023
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3 changes: 2 additions & 1 deletion README.md
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Expand Up @@ -8,7 +8,7 @@ _This library is still quite new and has not seen much use yet. While it works r
## Quick Links

<p align="center">
<a href="https://TODO">Install from the Godot Asset Libary</a> |
<a href="https://godotengine.org/asset-library/asset/1778">Install from the Godot Asset Libary</a> |
<a href="manual/manual.md">Read the manual</a> |
<a href="manual/faq.md">FAQ</a> |
<a href="https://discord.gg/4JBkykG">Godot Engine Discord</a>
Expand All @@ -28,6 +28,7 @@ Godot State Charts is an extension for Godot Engine 4 or later that allows you t
- Built from scratch for the Godot Engine in an idiomatic way using Godot's nodes and signals. You need very little code to get started.
- Your code only interacts with a single class, `StateChart` which has two methods for triggering transitions and setting properties for expression guards. There is no need to create subclasses or implement interfaces. This makes it easy to integrate the library into your existing code base (or remove it if you find it unsuitable).
- Declarative transitions with guards allow you to express complex logic in a simple way without writing any code.
- Transitions can be time-delayed to easily build things like cooldowns.
- Comprehensive in-editor error checking and warnings will help you avoid common mistakes.
- Inactive states will not update every frame for improved performance.
- All states adhere to the pause mode, so state charts will pause when the game is paused.
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4 changes: 2 additions & 2 deletions manual/manual.md
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Expand Up @@ -36,7 +36,7 @@ The plugin comes with a few examples. You can find them in the `godot_state_char

### The _State Chart_ node

The _State Chart_ node is your main way of interacting with the state charts. It allows you to send events to the state chart using the `send_event(event)` method. You can also set expression properties with the `set_expression_property(name, value)` function, which can later be used by expression guards to determine whether a certain transition should be taken (see the section on expression guards for more information).
<img src="../addons/godot_state_charts/state_chart.svg" width="32" height="32" align="left"> The _State Chart_ node is your main way of interacting with the state charts. It allows you to send events to the state chart using the `send_event(event)` method. You can also set expression properties with the `set_expression_property(name, value)` function, which can later be used by expression guards to determine whether a certain transition should be taken (see the section on expression guards for more information).


### States
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Godot has a very nice built-in comment field named "Editor Description". Use this to write down some thoughts about why a state or transition exists and how it works in conjunction with other states and transitions. This is especially useful when you have a complex state chart with many states and transitions. Just like you write comments for your code, it is a good idea to write comments for your state charts.

![An example of the editor description](editor_description.png)
![An example of the editor description](editor_description.png)

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