Duration : 00:07:16
In this text, the author discusses the use of a Finite State Machine (FSM) to program the behavior of an enemy character in a game. The FSM consists of multiple states, each with its own set of conditions and behaviors. The author explains that each state has methods for entering and exiting, as well as update and physics update functions. The FSM is responsible for handling the lifecycle of the states and transitioning between them. The author demonstrates how to implement the FSM in the Godot game engine by creating a base state script and a state machine node. The states are added to the state machine and can be accessed and updated through signals.