finitestatemachine
v2.1.5
Published
Fast and optimized finite state machine. Performance oriented JavaScript.
Downloads
24
Maintainers
Readme
finitestatemachine
A finite state machine built to use as a mechanism to feed other/larger components. JavaScript performance oriented.
Universal module defined to be used with requirejs, node, commonjs, or global scoped if no module loader is used.
- All files in the dist folder are minified for production use.
- All files in the src directory are the source code for development use.
- Packages point at the dist minified code with source maps.
- nodejs
- npm install
- npm install -g gulp
gulp test
Each process is dependent upon the previous. If one fails the build process exits.
- gulp
- gulp test (Unit specifications)
- gulp build (Test, folder clean-ups, minification, source maps, renaming)
- gulp deploy (Test, build, versioning)
npm: npm install finitestatemachine bower: bower install finitestatemachine
var stateExample = {
enter: function() {},
leave: function() {},
events: { // Optional
'event': 'State',
},
transitions: {
beforeEnter: function() {}, // Optional
beforeEnterFromStill: function() {},// Optional
leaveToWalking: function() {}, // Optional
}
};
var movementStates = {
'Still': {
enter: function() {
console.log('Standing Still.');
},
leave: function() {
console.log('Leaving \'Still\'.');
},
transitions: {
beforeEnter: function() {
console.log('Transitioning to \'Still\'.');
}
},
events: {
'move': 'Walking',
'sprint': 'Running'
}
},
'Walking': {
enter: function() {
console.log('Walking.');
},
leave: function() {
console.log('Leaving \'Walking\'.');
},
transitions: {
beforeEnter: function() {
console.log('Transitioning to \'Walking\'.');
}
},
events: {
'move': 'Running',
'sprint': 'Running',
'relax': 'Still',
'stop': 'Still'
}
},
'Running': {
enter: function() {
console.log('Running.');
},
leave: function() {
console.log('Leaving \'Running\'.');
},
transitions: {
beforeEnterFromWalking: function() {
console.log('Enter \'Running\' from \'Walking\'.');
},
leaveToStill: function() {
console.log('Leave \'Running\' to \'Still\'.');
}
},
events: {
'relax': 'Walking',
'stop': 'Still'
}
}
}
var listener1 = function(data) {
console.log('State change listener!');
console.log(JSON.stringify(data));
};
var movementStateManager = new FiniteStateMachine(this);
console.log('Adding states.');
movementStateManager.initialize(movementStates, 'Still');
console.log('Initial state: ' + movementStateManager.getCurrentStateId());
console.log('Handle event: move');
movementStateManager.handleEvent('move');
console.log('Handle event: move');
movementStateManager.handleEvent('relax');
console.log('Handle event: move');
movementStateManager.handleEvent('sprint');
console.log('Handle event: move');
movementStateManager.handleEvent('relax');
- See statemanager package release notes.
- See statemanager package release notes.
- Complete rework.
- Built on top of my StateManager (npm/bower install statemanager). A machine is meant to have managers so this makes more sense and extracts reusable functionality.
- handleStateEvent() is now handleEvent().
- Added getPreviousState() to fetch the previous state.
- Changed global variable name to FiniteStateMachine but kept support for global FSM if one doesn't exist to avoid confilcts.
- Added ability to reset to the initial state.
Added ability to pass data to handleStateEvent(event, data), changeState(state, data), and triggerChangeEvents(event, data). This allows for the data to be distributed to all change event listeners.
Ex. var listener = function(event){ console.log(event.event); console.log(event.from); console.log(event.to); console.log(event.data); // Can be anything but typcially would be an object. }
- Fixed sourcemap linking for minified files. This is also fixed as part of the build process to automate proper sourcemap creation and linking.
- Removed ability for addStates' states parameter to be optional.
- setCurrentState no longer tiggers the change events. Use triggerChangeEvents to explicity trigger events for the current state.
- changeState has been deprecated to handleStateEvent.
- changeState now takes a state as the parameter, changes the current state, and triggers the change events with the event.event data being undefined.
- Previous state remains undefined until the state changes after initial state.
- Added getPreviousState() to fetch the previous state.
- Changed global variable name to FiniteStateMachine but kept support for global FSM if one doesn't exist to avoid confilcts.