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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 0 1 00:00:00,030 --> 00:00:06,070 In this example, we will have three different states: the idle state, the move state, and the fire 1 2 00:00:06,120 --> 00:00:06,600 state. 2 3 00:00:06,930 --> 00:00:10,940 These are basically just some scripts with a little code. 3 4 00:00:10,950 --> 00:00:12,050 They're nothing special. 4 5 00:00:12,060 --> 00:00:16,560 But of course you can imagine that this is an AI because it can be 5 6 00:00:16,560 --> 00:00:22,110 an actual AI here. Every state will be connected with each other and will trigger transitions when 6 7 00:00:22,110 --> 00:00:23,580 specific conditions are met. 7 8 00:00:23,610 --> 00:00:26,910 Let's configure the finite state machine example first. 8 9 00:00:27,000 --> 00:00:30,690 This will be the main screen which currently has two buttons. 9 10 00:00:31,960 --> 00:00:34,270 Is moving button and is firing button. 10 11 00:00:34,570 --> 00:00:38,410 Basically what they'll do is have a special signal. 11 12 00:00:39,470 --> 00:00:44,750 That this called in this debug script and this debug script. 12 13 00:00:44,750 --> 00:00:53,720 What it does it has two signals from is moving button and is firing button and it was set up two states 13 14 00:00:53,900 --> 00:01:02,450 and will set up inside the custom finite state machine that we created. The database with the is_moving or 14 15 00:01:02,450 --> 00:01:07,730 is_firing and will also reflect this in the button text itself. 15 16 00:01:07,730 --> 00:01:11,990 Also, we need to show the current state in a label. 16 17 00:01:12,770 --> 00:01:19,310 So if we go back, the current state will be visible in this label to be able to properly debug it. 17 18 00:01:19,820 --> 00:01:25,610 Now let's go back a little to the idle state because we need to make some changes here because we will 18 19 00:01:25,610 --> 00:01:29,180 have some connections between idle state, move state and fire state. 19 20 00:01:29,180 --> 00:01:31,190 If the finite state machine... 20 21 00:01:32,930 --> 00:01:38,480 By the way, in this implementation, in the check conditions, we will create the transitions for various 21 22 00:01:38,480 --> 00:01:38,940 states. 22 23 00:01:39,410 --> 00:01:43,550 So we need to get the value and is moving. 23 24 00:01:44,700 --> 00:01:48,300 Be mindful that this value is actually set in this debug script. 24 25 00:01:48,300 --> 00:01:49,250 So is_moving. 25 26 00:01:49,260 --> 00:01:50,400 It needs to be the same. 26 27 00:01:50,880 --> 00:01:53,670 I can just copy paste it to make sure is the same. 27 28 00:01:53,790 --> 00:01:58,650 Otherwise what I recommend you to do is create a globals file. 28 29 00:01:58,830 --> 00:02:06,300 You can do that by using a singleton in Godot and basically create a variable that has this string 29 30 00:02:06,330 --> 00:02:10,680 and use that variable instead to remove the hardcoding part. 30 31 00:02:10,680 --> 00:02:16,110 Because by just missing one character here, then it won't work anymore. 31 32 00:02:16,530 --> 00:02:18,890 This is a pro tip basically. 32 33 00:02:19,320 --> 00:02:21,000 So get value is_moving. 33 34 00:02:21,000 --> 00:02:22,290 And of course this is true. 34 35 00:02:23,550 --> 00:02:26,610 Then we need to change the state to the move state. 35 36 00:02:32,030 --> 00:02:33,830 How is the move state called? 36 37 00:02:33,860 --> 00:02:35,960 Well, it's actually the same name as here. 37 38 00:02:36,230 --> 00:02:41,930 And, if you remember from the implementation, we get every state from the children. 38 39 00:02:42,880 --> 00:02:46,270 We create the dictionary where we keep our values. 39 40 00:02:46,270 --> 00:02:50,590 So based on the name actually written here, we actually get the state as well. 40 41 00:02:51,910 --> 00:02:54,070 So this is how we go to the move state. 41 42 00:02:54,070 --> 00:02:59,350 And now, of course, we don't want to continue this because we already changed the finite state machine 42 43 00:02:59,350 --> 00:03:00,070 to the move state. 43 44 00:03:00,580 --> 00:03:07,660 But if it was not moving, then it might be a possibility for it to be shooting or is_firing. 44 45 00:03:09,420 --> 00:03:12,260 And if that's the case, then we need to change it. 45 46 00:03:14,400 --> 00:03:15,180 FireState. 46 47 00:03:16,380 --> 00:03:20,040 And by changing to the fire state, then of course, this is a new state. 47 48 00:03:20,460 --> 00:03:26,760 And in the move state as well as in the fire state, we see very similar code, but we just check for 48 49 00:03:26,760 --> 00:03:29,280 the values in the other direction. 49 50 00:03:29,340 --> 00:03:32,880 Just be mindful that some changes here are really important. 50 51 00:03:32,880 --> 00:03:35,820 So as you can see in the move state, it's a little different. 51 52 00:03:36,300 --> 00:03:41,130 The if statements are embedded as well as in the fire state. 52 53 00:03:41,700 --> 00:03:45,690 This is important to prevent unusual transitions in the state machine. 53 54 00:03:45,900 --> 00:03:50,550 Before we can run this, I need to set up the entry state in the custom finite state machine. 54 55 00:03:50,550 --> 00:03:53,040 And of course I want it to be IdleState. 55 56 00:03:54,540 --> 00:03:59,430 So the entry state will be running. By the way, if we run the state machine about this, it'll crash. 56 57 00:03:59,610 --> 00:04:02,490 So make sure to actually put this here. 57 58 00:04:03,410 --> 00:04:09,620 If we run this, then of course, the current state is idle state and we entered the idle state. 58 59 00:04:10,460 --> 00:04:15,590 If the enemy is moving, then the variable is_moving will be set up. 59 60 00:04:15,740 --> 00:04:19,010 In this case, I'm just going to set it up by pressing the button. 60 61 00:04:19,880 --> 00:04:24,980 But as you can see, we exited the idle state and we entered the move state. 61 62 00:04:24,980 --> 00:04:27,230 And the current state is of course, the move state. 62 63 00:04:27,860 --> 00:04:29,480 If I put in the firing. 63 64 00:04:30,950 --> 00:04:37,100 As you can see here, the moves state is still going because of the way conditions are created. 64 65 00:04:37,580 --> 00:04:40,820 So it will go to firing only if I disable is_moving. 65 66 00:04:41,270 --> 00:04:47,360 And basically what it does here, it goes back to idle and then checks: is firing online? 66 67 00:04:48,080 --> 00:04:55,610 And as you can see here in the moving so exited move state. Entered idle state exited idle state 67 68 00:04:56,000 --> 00:04:57,590 and entered fire state. 68 69 00:04:57,590 --> 00:04:59,840 And this is how we end up in the fire state. 69 70 00:04:59,930 --> 00:05:06,110 Be careful how you create your transitions because this will affect your whole logic of the finite state 70 71 00:05:06,110 --> 00:05:06,590 machine. 71 72 00:05:06,620 --> 00:05:09,980 Basically, this is all about finite state machines. 72 73 00:05:10,100 --> 00:05:18,530 Now let's find out in the next module how to get an AI from a position A to a position B using pathfinding. 7465

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