State¶
Category: Gate Tier: Basic
Purpose¶
Implements a finite state machine (FSM) gate that only activates outputs when in specific states, with bitmask-based state filtering.
Visual Reference¶
As added to your scene

When To Use¶
Character state machines (idle, walk, run, jump, attack)
Enemy AI states (patrol, chase, attack, retreat)
UI states (main_menu, settings, gameplay, paused)
Animation states (sequence control)
Game flow states (intro, gameplay, victory, game_over)
Runtime Behavior¶
Triggers: When the object’s current state matches the gate’s state mask
Generated UI Mockup — showing expanded properties
State
-
x
Name:
Label this brick...
State Mask:
1
v
Properties¶
Property |
Type |
Default |
Notes |
|---|---|---|---|
state_mask |
Integer, 1 |
Bitmask of states - 1=state0, 2=state1, 4=state2, etc |
Example Use Cases¶
Character State Machine:
// Define states:
// 0 = idle
// 1 = walking
// 2 = running
// 3 = jumping
// Idle state
State(current=0, mask=0b0001) -> Animation(idle)
// Walking state
State(current=1, mask=0b0010) -> Motion(walk_speed)
// Running state
State(current=2, mask=0b0100) -> Motion(run_speed)
// Jumping state
State(current=3, mask=0b1000) -> Motion(jump)
State Transitions:
Sample inspector layout removed for compatibility.
Multiple States Active:
// Gate activates in BOTH idle AND walking states
State(mask=0b0011) -> Animation(upper_body_idle)
// Allows upper body idle animation while lower body walks