Created
April 20, 2020 12:34
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// Available variables: | |
// - Machine | |
// - interpret | |
// - assign | |
// - send | |
// - sendParent | |
// - spawn | |
// - raise | |
// - actions | |
// - XState (all XState exports) | |
const updateContext = () => {}; | |
const reduceEnemy = () => {}; | |
const reduceHero = () => {}; | |
const ffMachine = Machine( | |
{ | |
id: "finalfantasy", | |
initial: "battle", | |
context: { | |
turnCount: 0, | |
enemies: [], | |
party: [], | |
phase: "start", | |
selectedAction: "PARTY_FIGHT", | |
selectedEnemy: null, | |
selectedHero: null, | |
experience: 0, | |
round: 0, | |
hereosActedCount: 0, | |
hereosTotal: 4, | |
}, | |
states: { | |
battle: { | |
on: { | |
INCREMENT_TURN: { | |
actions: updateContext((context) => context.turnCount++), | |
}, | |
DECREMENT_TURN: { | |
actions: updateContext((context) => context.turnCount--), | |
}, | |
ENEMY_ATTACK: { | |
actions: updateContext((context) => context.turnCount--), | |
}, | |
PARTY_FIGHT: { | |
actions: updateContext(reduceEnemy), | |
}, | |
PARTY_RUN: { | |
actions: updateContext(reduceEnemy), | |
}, | |
MOVE_HERO: { | |
actions: updateContext(reduceHero), | |
}, | |
UPDATE_PHASE: { | |
actions: updateContext( | |
(context, action) => (context.phase = action.phase) | |
), | |
}, | |
SELECTED_ACTION: { | |
actions: updateContext( | |
(context, action) => | |
(context.selectedAction = action.selectedAction) | |
), | |
}, | |
SELECTED_ENEMY: { | |
actions: updateContext( | |
(context, action) => | |
(context.selectedEnemy = action.selectedEnemy) | |
), | |
}, | |
SELECTED_HERO: { | |
actions: updateContext( | |
(context, action) => | |
(context.selectedHero = action.selectedHero) | |
), | |
}, | |
REWARD_EXPERIENCE: { | |
actions: assign({ | |
experience: 100 | |
}) | |
} | |
} | |
}, | |
results: { type: "final" }, | |
gameover: { type: "final" }, | |
}, | |
}, | |
{ | |
guards: { | |
didPlayerWin: (context, event) => { | |
// check if player won | |
return context.experience > 99; | |
}, | |
didPlayerLose: (context, event) => { | |
// check if player lost | |
return context.experience < 0; | |
}, | |
}, | |
} | |
); |
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