Agent skill

State Machine

by jame581 in jame581/GodotPrompter

A skill your agent uses when implementing state machines in Godot — enum-based, node-based, and resource-based FSM patterns with trade-offs

MITAuto-check passedGame Development

Install State Machine

skills CLI
$ npx skills add jame581/GodotPrompter --skill state-machine -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install jame581/GodotPrompter state-machine --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/state-machine .claude/skills/state-machine && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
state-machine
GitHub stars
795
Token cost
~3.5k tokens
SKILL.md length
511 words
Files
2 (incl. references)
Skills in repo
58
Repo updated
First seen
Licence
MIT

At a glance

A skill your agent uses when implementing state machines in Godot — enum-based, node-based, and resource-based FSM patterns with trade-offs

  • Works in 7 steps: Approach Comparison → Approach 1: Enum-Based (Simplest) → Approach 2: Node-Based (Recommended for… → …
  • Implementing state machines in Godot — enum-based
  • SKILL.md covers 1. Approach Comparison, 2. Approach 1: Enum-Based…, 3. Approach 2: Node-Based… and 4. Approach 3: Resource-Based…, plus 3 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

State Machine is an agent skill from jame581/GodotPrompter. Use when implementing state machines in Godot — enum-based, node-based, and resource-based FSM patterns with trade-offs

Its SKILL.md is about 3.5k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files, including reference files (for example `references/hierarchical-and-parallel.md`).

It sits in Game Development, covering Game development. It works with Godot. The repository describes itself as: Agentic skills framework for Godot 4.x. Domain-specific skills for AI coding agents (Claude Code, Copilot, Antigravity, Cursor). The licence is MIT.

When your agent uses it

  • Implementing state machines in Godot — enum-based
  • Resource-based FSM patterns with trade-offs

Example prompts

  • “/state-machine”

Workflow steps

7 steps, taken from the step headings in SKILL.md.

  1. Approach Comparison
  2. Approach 1: Enum-Based (Simplest)
  3. Approach 2: Node-Based (Recommended for Characters)
  4. Approach 3: Resource-Based (Data-Driven)
  5. Hierarchical and Parallel State Machines
  6. Decision Flowchart
  7. Implementation Checklist

What it can do on your machine

Read from SKILL.md and the folder at commit 1e7d79d. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are gdscript and csharp).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

State Machine loads about 3.5k tokens when it runs, and up to ~4.8k if it reads all its reference files. Until then it costs about 33 tokens; SKILL.md has 511 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~33
When it runs · the whole SKILL.md, loaded when a task matches
~3.5k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~4.8k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from jame581/GodotPrompter at commit 1e7d79d, republished under its MIT licence (© jame581). 511 words, ~3,538 tokens.

Download SKILL.mdSave it as .claude/skills/state-machine/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.
name
state-machine
description
Use when implementing state machines in Godot — enum-based, node-based, and resource-based FSM patterns with trade-offs

State Machines in Godot 4.3+

Choose the right FSM pattern for your complexity level. All examples target Godot 4.3+ with no deprecated APIs.

Related skills: player-controller for movement state integration, ai-navigation for AI state patterns, resource-pattern for resource-based state configuration, animation-system for AnimationTree states driven by FSM, dialogue-system for dialogue flow as a state machine, ability-system for caster state gating (casting/stunned), limboai for the LimboAI addon's HSM (BTState) if you need a behavior tree alongside your FSM, beehave for a GDScript-only BT alternative.

When to reach for an addon: This skill covers the built-in FSM patterns (enum, node-based, resource-based). If your agent needs a full behavior tree, see limboai (C++ + HSM, Godot 4.6+) or beehave (pure GDScript, Godot 4.1+) instead.


1. Approach Comparison

ApproachComplexityBest For
Enum-BasedLowSimple objects, fewer than 5 states
Node-BasedMediumCharacters with complex behavior
Resource-BasedHighData-driven or editor-configurable AI

2. Approach 1: Enum-Based (Simplest)

Use when you have a small number of states and no significant enter/exit logic.

GDScript
gdscript
extends CharacterBody2D

enum State { IDLE, PATROL, CHASE, ATTACK }

@export var patrol_range: float = 200.0
@export var chase_range: float = 300.0
@export var attack_range: float = 50.0
@export var speed: float = 80.0

var current_state: State = State.IDLE
var patrol_target: Vector2 = Vector2.ZERO

@onready var player: Node2D = get_tree().get_first_node_in_group("player")


func _physics_process(delta: float) -> void:
	match current_state:
		State.IDLE:
			_state_idle()
		State.PATROL:
			_state_patrol()
		State.CHASE:
			_state_chase()
		State.ATTACK:
			_state_attack()

	move_and_slide()


func _state_idle() -> void:
	velocity = Vector2.ZERO
	if _player_in_range(chase_range):
		current_state = State.CHASE
	elif randf() < 0.005:
		patrol_target = global_position + Vector2(randf_range(-patrol_range, patrol_range), 0.0)
		current_state = State.PATROL


func _state_patrol() -> void:
	var direction := (patrol_target - global_position)
	if direction.length() < 4.0:
		current_state = State.IDLE
		return
	velocity = direction.normalized() * speed
	if _player_in_range(chase_range):
		current_state = State.CHASE


func _state_chase() -> void:
	if not is_instance_valid(player):
		current_state = State.IDLE
		return
	if _player_in_range(attack_range):
		current_state = State.ATTACK
		return
	if not _player_in_range(chase_range):
		current_state = State.PATROL
		return
	velocity = (player.global_position - global_position).normalized() * speed


func _state_attack() -> void:
	velocity = Vector2.ZERO
	if not _player_in_range(attack_range):
		current_state = State.CHASE


func _player_in_range(range: float) -> bool:
	if not is_instance_valid(player):
		return false
	return global_position.distance_to(player.global_position) <= range
C# Equivalent
csharp
using Godot;

public partial class SimpleEnemy : CharacterBody2D
{
    private enum State { Idle, Patrol, Chase, Attack }

    [Export] public float PatrolRange { get; set; } = 200f;
    [Export] public float ChaseRange  { get; set; } = 300f;
    [Export] public float AttackRange { get; set; } = 50f;
    [Export] public float Speed       { get; set; } = 80f;

    private State _currentState = State.Idle;
    private Vector2 _patrolTarget = Vector2.Zero;
    private Node2D _player;

    public override void _Ready()
    {
        _player = GetTree().GetFirstNodeInGroup("player") as Node2D;
    }

    public override void _PhysicsProcess(double delta)
    {
        switch (_currentState)
        {
            case State.Idle:   StateIdle();   break;
            case State.Patrol: StatePatrol(); break;
            case State.Chase:  StateChase();  break;
            case State.Attack: StateAttack(); break;
        }
        MoveAndSlide();
    }

    private void StateIdle()
    {
        Velocity = Vector2.Zero;
        if (PlayerInRange(ChaseRange))
        {
            _currentState = State.Chase;
        }
        else if (GD.Randf() < 0.005f)
        {
            _patrolTarget = GlobalPosition + new Vector2(GD.RandRange(-PatrolRange, PatrolRange), 0f);
            _currentState = State.Patrol;
        }
    }

    private void StatePatrol()
    {
        var direction = _patrolTarget - GlobalPosition;
        if (direction.Length() < 4f) { _currentState = State.Idle; return; }
        Velocity = direction.Normalized() * Speed;
        if (PlayerInRange(ChaseRange)) _currentState = State.Chase;
    }

    private void StateChase()
    {
        if (!IsInstanceValid(_player)) { _currentState = State.Idle; return; }
        if (PlayerInRange(AttackRange)) { _currentState = State.Attack; return; }
        if (!PlayerInRange(ChaseRange)) { _currentState = State.Patrol; return; }
        Velocity = (_player.GlobalPosition - GlobalPosition).Normalized() * Speed;
    }

    private void StateAttack()
    {
        Velocity = Vector2.Zero;
        if (!PlayerInRange(AttackRange)) _currentState = State.Chase;
    }

    private bool PlayerInRange(float range) =>
        IsInstanceValid(_player) && GlobalPosition.DistanceTo(_player.GlobalPosition) <= range;
}

When to upgrade away from enum-based:

  • Enter/exit logic starts duplicating across state methods
  • Animation sync requires explicit enter/exit hooks
  • The match/switch block grows beyond ~100 lines

Each state is its own node. The StateMachine node delegates input and process calls to whichever state is active, and states trigger transitions by name.

Scene Tree
Player (CharacterBody2D)
└── StateMachine (Node)
    ├── Idle  (State)
    ├── Run   (State)
    ├── Jump  (State)
    └── Attack (State)
State Base Class

GDScript (state.gd)

gdscript
class_name State
extends Node

## Populated by StateMachine._ready()
var entity: CharacterBody2D
var state_machine: StateMachine


## Called when this state becomes active.
func enter() -> void:
	pass


## Called when this state is deactivated.
func exit() -> void:
	pass


## Mirrors _process. Return a state name string to transition, or "" to stay.
func update(delta: float) -> String:
	return ""


## Mirrors _physics_process. Return a state name string to transition, or "".
func physics_update(delta: float) -> String:
	return ""


## Mirrors _unhandled_input.
func handle_input(event: InputEvent) -> String:
	return ""

C# (State.cs)

csharp
using Godot;

public partial class State : Node
{
    /// Populated by StateMachine._Ready()
    public CharacterBody2D Entity { get; set; }
    public StateMachine StateMachine { get; set; }

    public virtual void Enter() { }
    public virtual void Exit() { }
    public virtual string Update(double delta) => string.Empty;
    public virtual string PhysicsUpdate(double delta) => string.Empty;
    public virtual string HandleInput(InputEvent @event) => string.Empty;
}
StateMachine Class

GDScript (state_machine.gd)

gdscript
class_name StateMachine
extends Node

@export var initial_state: State

var current_state: State
var states: Dictionary = {}


func _ready() -> void:
	for child in get_children():
		if child is State:
			states[child.name] = child
			child.entity = owner as CharacterBody2D
			child.state_machine = self

	if initial_state:
		current_state = initial_state
		current_state.enter()


func _unhandled_input(event: InputEvent) -> void:
	var next := current_state.handle_input(event)
	if next:
		transition_to(next)


func _process(delta: float) -> void:
	var next := current_state.update(delta)
	if next:
		transition_to(next)


func _physics_process(delta: float) -> void:
	var next := current_state.physics_update(delta)
	if next:
		transition_to(next)


func transition_to(state_name: String) -> void:
	if not states.has(state_name):
		push_error("StateMachine: unknown state '%s'" % state_name)
		return
	current_state.exit()
	current_state = states[state_name]
	current_state.enter()

C# (StateMachine.cs)

csharp
using System.Collections.Generic;
using Godot;

public partial class StateMachine : Node
{
    [Export] public State InitialState { get; set; }

    public State CurrentState { get; private set; }
    private readonly Dictionary<string, State> _states = new();

    public override void _Ready()
    {
        foreach (var child in GetChildren())
        {
            if (child is State state)
            {
                _states[state.Name] = state;
                state.Entity = Owner as CharacterBody2D;
                state.StateMachine = this;
            }
        }

        if (InitialState != null)
        {
            CurrentState = InitialState;
            CurrentState.Enter();
        }
    }

    public override void _UnhandledInput(InputEvent @event)
    {
        var next = CurrentState.HandleInput(@event);
        if (!string.IsNullOrEmpty(next)) TransitionTo(next);
    }

    public override void _Process(double delta)
    {
        var next = CurrentState.Update(delta);
        if (!string.IsNullOrEmpty(next)) TransitionTo(next);
    }

    public override void _PhysicsProcess(double delta)
    {
        var next = CurrentState.PhysicsUpdate(delta);
        if (!string.IsNullOrEmpty(next)) TransitionTo(next);
    }

    public void TransitionTo(string stateName)
    {
        if (!_states.TryGetValue(stateName, out var next))
        {
            GD.PushError($"StateMachine: unknown state '{stateName}'");
            return;
        }
        CurrentState.Exit();
        CurrentState = next;
        CurrentState.Enter();
    }
}
Concrete Example: IdleState

GDScript (idle_state.gd)

gdscript
class_name IdleState
extends State


func enter() -> void:
	entity.get_node("AnimationPlayer").play("idle")


func physics_update(delta: float) -> String:
	if not entity.is_on_floor():
		return "Jump"
	if Input.get_axis("move_left", "move_right") != 0.0:
		return "Run"
	return ""


func handle_input(event: InputEvent) -> String:
	if event.is_action_pressed("jump") and entity.is_on_floor():
		return "Jump"
	if event.is_action_pressed("attack"):
		return "Attack"
	return ""

4. Approach 3: Resource-Based (Data-Driven)

Use when designers need to configure states in the Godot Inspector without modifying code.

StateData Resource
gdscript
class_name StateData
extends Resource

@export var state_name: String = ""
@export var animation_name: String = ""
@export var move_speed: float = 0.0
@export var can_transition_to: Array[String] = []

Export an Array[StateData] on your AI controller. Designers populate each entry in the Inspector — no code changes needed to tune behavior or add states. The runtime reads can_transition_to to validate transitions and picks animation_name / move_speed for each active state.

csharp
using Godot;

[GlobalClass]
public partial class StateData : Resource
{
    [Export] public string StateName { get; set; } = string.Empty;
    [Export] public string AnimationName { get; set; } = string.Empty;
    [Export] public float MoveSpeed { get; set; } = 0f;
    [Export] public Godot.Collections.Array<string> CanTransitionTo { get; set; } = new();
}

Attach an Array[StateData] export on your AI controller class ([Export] public Godot.Collections.Array<StateData> States). At runtime, look up the active StateData by StateName and read AnimationName / MoveSpeed to drive behavior; use CanTransitionTo to guard TransitionTo calls.


Show full SKILL.md (169 more words)Show less

5. Hierarchical and Parallel State Machines

When a flat FSM grows beyond ~8 states or spans multiple concerns (movement + combat + animation), split into hierarchical machines (states own sub-state machines, e.g. OnGround containing Idle/Walk/Run) or parallel machines (independent FSMs for movement, combat, animation running side-by-side). Both keep state counts additive instead of multiplicative.

See references/hierarchical-and-parallel.md for full scene trees, HierarchicalState base class, parallel-machine character example, and a "which to choose" comparison table — GDScript and C# for each.


6. Decision Flowchart

Start
  │
  ▼
Fewer than 5 states?
  ├─ Yes ──────────────────────────────────► Enum-Based
  └─ No
       │
       ▼
     Multiple independent concerns
     (movement + combat + animation)?
       ├─ Yes ──────────────────────────────► Parallel State Machines
       └─ No
            │
            ▼
          States naturally nest
          (sub-states within states)?
            ├─ Yes ────────────────────────► Hierarchical State Machine
            └─ No
                 │
                 ▼
               Designers need to configure
               states in the Inspector?
                 ├─ Yes ──────────────────► Resource-Based
                 └─ No ──────────────────► Node-Based

7. Implementation Checklist

  • Chose the approach that matches actual complexity (enum / node / resource)
  • Every state has explicit enter() and exit() methods (or equivalent)
  • All transitions are named explicitly — no implicit fallthrough between states
  • Animations are started in enter() and cleaned up in exit() where needed
  • No circular transition loops that could cause infinite recursion in a single frame
  • Flat FSM is replaced with hierarchical or parallel when states exceed ~8 or span multiple concerns
  • Parallel state machines don't modify the same state (e.g., both setting velocity) — one concern per machine

© jame581, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 1 other file (references) in skills/state-machine of jame581/GodotPrompter.

  • SKILL.md
  • references/hierarchical-and-parallel.md

Open the folder on GitHubat commit 1e7d79d

Compare with similar skills

State Machine next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

State Machine compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
State Machine this skilljame581/GodotPrompter795—~3.5kAutomated safety check: PassMIT
Godot Gdscript Patterns925236118/AlphaAgent10310 repos~5kAutomated safety check: PassMIT
2D Map and Scene Generator0x0funky/agent-sprite-forge4.3k—~2.9kAutomated safety check: PassMIT
Godot UI Containersthedivergentai/GD-Agentic-Skills8091 repos~3.7kAutomated safety check: PassLGPL-3.0
Godot UI Integrationzimo-xiao-zheng/godot-ui-integration271—~1.5kAutomated safety check: PassMIT
Godot Wechat Minigame Adaptergodothub/godot-minigame187—~1.5kAutomated safety check: PassMIT

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Works with

Questions about State Machine

What does State Machine do?

A skill your agent uses when implementing state machines in Godot — enum-based, node-based, and resource-based FSM patterns with trade-offs. State Machine is an agent skill from jame581/GodotPrompter.

When should I use State Machine?

State Machine fits situations like: implementing state machines in Godot — enum-based; resource-based FSM patterns with trade-offs.

How do I install State Machine in Claude Code?

Run `npx skills add jame581/GodotPrompter --skill state-machine -a claude-code`. Or copy the skill folder (skills/state-machine in jame581/GodotPrompter) into .claude/skills/state-machine in your project. Claude Code loads it when a task matches its description.

How do I install State Machine in Codex?

Run `npx skills add jame581/GodotPrompter --skill state-machine -a codex`. Or copy the skill folder (skills/state-machine in jame581/GodotPrompter) into .agents/skills/state-machine in your project. Codex loads it when a task matches its description.

Can I use State Machine in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add jame581/GodotPrompter --skill state-machine -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/state-machine, .gemini/skills/state-machine, .github/skills/state-machine and .opencode/skills/state-machine in your project.

What does State Machine need to run?

SKILL.md names no scripts, command-line tools or credentials: State Machine is instructions for the agent only.

Does State Machine access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is State Machine safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does State Machine use?

State Machine is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does State Machine use?

About 3.5k tokens (SKILL.md is roughly 14k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 1.3k tokens, read only when the agent opens those files.

What are the alternatives to State Machine?

Skills that share tags, products or a category with State Machine: Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.3k stars), Godot UI Containers (thedivergentai/GD-Agentic-Skills, 809 stars) and Godot UI Integration (zimo-xiao-zheng/godot-ui-integration, 271 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains State Machine?

jame581 (a GitHub user) maintains it in jame581/GodotPrompter, which has 795 GitHub stars. The repository holds 58 skills in this directory. The repository was last updated on October 6, 2026.

Source: jame581/GodotPrompter on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.