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// Available variables: | |
// - Machine | |
// - interpret | |
// - assign | |
// - send | |
// - sendParent | |
// - spawn | |
// - raise | |
// - actions | |
// - XState (all XState exports) | |
const mobAlive = (context, event) => { | |
return false; | |
}; | |
const heroAlive = (context, event) => { | |
return true; | |
}; | |
const mobState = { | |
id:'mob', | |
initial:'attack', | |
states: { | |
attack: { | |
on: { | |
NEXT: [ | |
{ | |
target: '#battle.hero', | |
}, | |
], | |
}, | |
activities: ['animateMobAttack', 'animateHeroDefend'], | |
}, | |
}, | |
}; | |
const heroState = { | |
id:'hero', | |
initial:'idle', | |
states: { | |
idle: { | |
on: { | |
ATTACK: 'attack', | |
FLEE: '#battle.heroFlee', | |
}, | |
}, | |
attack: { | |
on: { | |
NEXT: [ | |
{ | |
target: '#battle.mob', | |
}, | |
], | |
}, | |
activities: ['animateHeroAttack', 'animateMobDefend'], | |
}, | |
}, | |
}; | |
const machine = Machine( | |
{ | |
id: 'battle', | |
initial: 'idle', | |
context: {}, | |
states: { | |
idle: { | |
on: { | |
HERO_STARTS: 'hero.idle', | |
}, | |
}, | |
hero: { ...heroState }, | |
mob: { ...mobState }, | |
heroWin: { | |
type: 'final', | |
}, | |
heroFlee: { | |
type: 'final', | |
}, | |
heroDie: { | |
type: 'final', | |
}, | |
}, | |
}, | |
{ | |
activities: { | |
animateHeroAttack: () => console.log('animateHeroAttack'), | |
animateMobDefend: () => console.log('animateMobDefend'), | |
animateMobAttack: () => console.log('animateMobAttack'), | |
animateHeroDefend: () => console.log('animateHeroDefend'), | |
}, | |
guards: { | |
heroAlive, | |
mobAlive, | |
}, | |
} | |
); |
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