Suppose I have a character in a game. He can run, and do two types of attacks. He can initiate either an attack first or a jump first, and then initiate the other second and it will perform both at the same time until one finishes, then go back to just one until that one is also finished, and finally go back to just running on the ground. Additionally, he can be knocked back either on the ground or while already in the air. The system has the following properties:
- If he is attacking (regardless of whether it be on the ground or in the
air), he cannot initiate another attack until the first one is done.
Otherwise he can always initiate an attack (even in the air).
- If he is jumping, he cannot jump again until the first jump is finished.
- Regardless of whether he is jumping or on the ground, he can initiate attack 1, initiate attack 2, or jump. All of this is only possible if he is not currently being knocked back.
- There are separate animations for:
jumping
attack 1 while on the ground
attack 2 while on the ground
attack 1 while jumping
attack 2 while jumping
knockback
If being knocked back, the knockback animation takes priority over whatever other animation was being played at the time. After the knockback is complete, it will continue from the previous animation, assuming that state has not finished.
I feel like I should use some type of concurrent states here, but I'm not sure how to model the combinatorial factor (i.e. playing different animations depending on the *combination* of states). I'm also not sure how to model the priority of the knockback animation. In fact, this is not just related to the Statechart library, but I'm unclear how to do this using UML State Machines as well.
Any advice appreciated.
Zach