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Automata UI

A statemachine is an abstract machine which can be in exaclty one of finite number of states

State represents state of software - game-mode, highscore state of game Transition - what happens between states Action - triggering a transition to move form one state to another

State machine

State machine allows us to control the behavior of our software

Provides overview of software flow.

Automata UI Terminology

Transition Time time between states to drive animations

State Time lock up a state for a certain time

Init State where the statemachine always stars from

Ping Pong transitions transitioning back and forth with one transition

Actions Bang input Pins named by Transition hence Transition = Action

Install

Install under dependency nuget install VL.AutomataUI

Editor

Create state double left click Create transition right click Delete transition and state middle mouse click Set State in your VVVV patch ctrl + click state

Same behavior for transitions

Give the transitions the same name so the same behavior gets executed.

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