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State Machine (FSM)

@esengine/fsm provides a type-safe finite state machine implementation for characters, AI, or any scenario requiring state management.

Terminal window
npm install @esengine/fsm
import { createStateMachine } from '@esengine/fsm';
// Define state types
type PlayerState = 'idle' | 'walk' | 'run' | 'jump';
// Create state machine
const fsm = createStateMachine<PlayerState>('idle');
// Define states with callbacks
fsm.defineState('idle', {
onEnter: (ctx, from) => console.log(`Entered idle from ${from}`),
onExit: (ctx, to) => console.log(`Exiting idle to ${to}`),
onUpdate: (ctx, dt) => { /* Update every frame */ }
});
fsm.defineState('walk', {
onEnter: () => console.log('Started walking')
});
// Manual transition
fsm.transition('walk');
console.log(fsm.current); // 'walk'

Each state can be configured with the following callbacks:

interface StateConfig<TState, TContext> {
name: TState; // State name
onEnter?: (context: TContext, from: TState | null) => void; // Enter callback
onExit?: (context: TContext, to: TState) => void; // Exit callback
onUpdate?: (context: TContext, deltaTime: number) => void; // Update callback
tags?: string[]; // State tags
metadata?: Record<string, unknown>; // Metadata
}

Define conditional state transitions:

interface Context {
isMoving: boolean;
isRunning: boolean;
isGrounded: boolean;
}
const fsm = createStateMachine<PlayerState, Context>('idle', {
context: { isMoving: false, isRunning: false, isGrounded: true }
});
// Define transition conditions
fsm.defineTransition('idle', 'walk', (ctx) => ctx.isMoving);
fsm.defineTransition('walk', 'run', (ctx) => ctx.isRunning);
fsm.defineTransition('walk', 'idle', (ctx) => !ctx.isMoving);
// Automatically evaluate and execute matching transitions
fsm.evaluateTransitions();

When multiple transitions are valid, higher priority executes first:

// Higher priority number = higher priority
fsm.defineTransition('idle', 'attack', (ctx) => ctx.isAttacking, 10);
fsm.defineTransition('idle', 'walk', (ctx) => ctx.isMoving, 1);
// If both conditions are met, 'attack' (priority 10) is tried first
function createStateMachine<TState extends string, TContext = unknown>(
initialState: TState,
options?: StateMachineOptions<TContext>
): IStateMachine<TState, TContext>

Parameters:

  • initialState - Initial state
  • options.context - Context object, accessible in callbacks
  • options.maxHistorySize - Maximum history entries (default 100)
  • options.enableHistory - Enable history tracking (default true)
PropertyTypeDescription
currentTStateCurrent state
previousTState | nullPrevious state
contextTContextContext object
isTransitioningbooleanWhether currently transitioning
currentStateDurationnumberCurrent state duration (ms)
// Define state
fsm.defineState('idle', {
onEnter: (ctx, from) => {},
onExit: (ctx, to) => {},
onUpdate: (ctx, dt) => {}
});
// Check if state exists
fsm.hasState('idle'); // true
// Get state configuration
fsm.getStateConfig('idle');
// Get all states
fsm.getStates(); // ['idle', 'walk', ...]
// Define transition
fsm.defineTransition('idle', 'walk', condition, priority);
// Remove transition
fsm.removeTransition('idle', 'walk');
// Get transitions from state
fsm.getTransitionsFrom('idle');
// Check if transition is possible
fsm.canTransition('walk'); // true/false
// Manual transition
fsm.transition('walk');
// Force transition (ignore conditions)
fsm.transition('walk', true);
// Auto-evaluate transition conditions
fsm.evaluateTransitions();
// Update state machine (calls current state's onUpdate)
fsm.update(deltaTime);
// Reset state machine
fsm.reset(); // Reset to current state
fsm.reset('idle'); // Reset to specified state
// Listen to entering specific state
const unsubscribe = fsm.onEnter('walk', (from) => {
console.log(`Entered walk from ${from}`);
});
// Listen to exiting specific state
fsm.onExit('walk', (to) => {
console.log(`Exiting walk to ${to}`);
});
// Listen to any state change
fsm.onChange((event) => {
console.log(`${event.from} -> ${event.to} at ${event.timestamp}`);
});
// Unsubscribe
unsubscribe();
// Get state history
const history = fsm.getHistory();
// [{ from: 'idle', to: 'walk', timestamp: 1234567890 }, ...]
// Clear history
fsm.clearHistory();
// Get debug info
const info = fsm.getDebugInfo();
// { current, previous, duration, stateCount, transitionCount, historySize }
import { createStateMachine } from '@esengine/fsm';
type CharacterState = 'idle' | 'walk' | 'run' | 'jump' | 'fall' | 'attack';
interface CharacterContext {
velocity: { x: number; y: number };
isGrounded: boolean;
isAttacking: boolean;
speed: number;
}
const characterFSM = createStateMachine<CharacterState, CharacterContext>('idle', {
context: {
velocity: { x: 0, y: 0 },
isGrounded: true,
isAttacking: false,
speed: 0
}
});
// Define states
characterFSM.defineState('idle', {
onEnter: (ctx) => { ctx.speed = 0; }
});
characterFSM.defineState('walk', {
onEnter: (ctx) => { ctx.speed = 100; }
});
characterFSM.defineState('run', {
onEnter: (ctx) => { ctx.speed = 200; }
});
// Define transitions
characterFSM.defineTransition('idle', 'walk', (ctx) => Math.abs(ctx.velocity.x) > 0);
characterFSM.defineTransition('walk', 'idle', (ctx) => ctx.velocity.x === 0);
characterFSM.defineTransition('walk', 'run', (ctx) => Math.abs(ctx.velocity.x) > 150);
// Jump has highest priority
characterFSM.defineTransition('idle', 'jump', (ctx) => !ctx.isGrounded, 10);
characterFSM.defineTransition('walk', 'jump', (ctx) => !ctx.isGrounded, 10);
// Game loop usage
function gameUpdate(dt: number) {
// Update context
characterFSM.context.velocity.x = getInputVelocity();
characterFSM.context.isGrounded = checkGrounded();
// Evaluate transitions
characterFSM.evaluateTransitions();
// Update current state
characterFSM.update(dt);
}
import { Component, EntitySystem, Matcher } from '@esengine/ecs-framework';
import { createStateMachine, type IStateMachine } from '@esengine/fsm';
// State machine component
class FSMComponent extends Component {
fsm: IStateMachine<string>;
constructor(initialState: string) {
super();
this.fsm = createStateMachine(initialState);
}
}
// State machine system
class FSMSystem extends EntitySystem {
constructor() {
super(Matcher.all(FSMComponent));
}
protected processEntity(entity: Entity, dt: number): void {
const fsmComp = entity.getComponent(FSMComponent);
fsmComp.fsm.evaluateTransitions();
fsmComp.fsm.update(dt);
}
}

The FSM module provides blueprint nodes for visual scripting:

  • GetCurrentState - Get current state
  • TransitionTo - Transition to specified state
  • CanTransition - Check if transition is possible
  • IsInState - Check if in specified state
  • WasInState - Check if was ever in specified state
  • GetStateDuration - Get state duration
  • EvaluateTransitions - Evaluate transition conditions
  • ResetStateMachine - Reset state machine