State Machines (FSM)
Small World provides a built-in, type-safe, allocation-free finite state machine (FSM) tool. This framework decouples actor logic, physics update ticks, and phase transitions into clean, isolated classes.
Every FSM callback (onEnter/onUpdate/onExit) receives a state data object - the self-defined payload shared by every state of that machine. Not to be confused with the Context Object (the engine's constructor-injected dependency container) or the State itself (the FSM's current mode, e.g. "idle"/"patrolling") - state data is a third, distinct concept: simply the data that a given machine's states read and mutate.
Features
- Generic & type-safe: Constrains transitions and callbacks to predefined states
TStateand eventsTEventvia TypeScript generics. - Allocation-free hot path: FSM transitions and state updates instantiate no new objects or callbacks at runtime, minimizing garbage-collection stutter during heavy simulation ticks.
- Behavior integration: Via the
StateMachineBehavioradapter, state machines tick automatically once attached to anyObject3D.
State Machine Configuration
Below is an example of declaring states, configuring enter/update triggers, and mapping auto-transitions.
import { StateMachine, StateMachineBehavior, Object3D } from "@small-world/engine";
// 1. Declare the FSM's state data type
interface ActorStateData {
object: Object3D;
health: number;
}
// 2. Configure states and callbacks
const actor = new Object3D("Actor");
const stateData: ActorStateData = { object: actor, health: 100 };
const fsm = new StateMachine<"idle" | "patrolling" | "alert", ActorStateData, "SEE_PLAYER">(stateData);
// State: Idle (transitions to patrolling after 5 seconds)
fsm.addState("idle", {
onEnter: (data, previousState) => {
console.log(`Entered Idle from: ${previousState}`);
},
autoTransition: {
duration: 5.0,
nextState: "patrolling",
},
transitions: {
SEE_PLAYER: "alert",
},
});
// State: Patrolling
fsm.addState("patrolling", {
onUpdate: (data, deltaTime, stateDuration) => {
// Allocation-free update logic
data.object.position.x += 1.0 * deltaTime;
},
transitions: {
SEE_PLAYER: "alert",
},
});
// State: Alert
fsm.addState("alert", {
onEnter: (data) => {
console.warn("Player spotted!");
},
});
// 3. Attach StateMachineBehavior to the object
const fsmBehavior = new StateMachineBehavior(fsm);
actor.addBehavior(fsmBehavior);
// Start the machine
fsm.transitionTo("idle");Lifecycle Flow
The FSM lifecycle callbacks are invoked as follows:
onEnter(stateData, previousState): Runs immediately after a transition.onUpdate(stateData, deltaTime, stateDuration): Runs every frame within the behavior tick.onExit(stateData, nextState): Runs immediately before the state transitions to a new one.autoTransition: Automatically triggers a transition tonextStateoncestateDuration >= duration.