GameMaker (2.3)



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This is a context-less and fluent like implementation of a finite state machine system asset for GMS2.3+


1) The state machine can (actually should) be defined inside a script file (GLOBAL) following the code example:

stateMachine = new StateMachine();
    .onEntry(function() { show_debug_message("Entered State A"); })

2) In order to use it we create a context for the state machine inside the INSTANCE we want to use the state machine:

fsmContext =, "stateA");

3) Finally during step event the state machine context needs to be update:



This library uses a fluent-like way of creating state machines for so when defining states using the 'configure' method we are actually creating a StateConfiguration instance that allows chaining methods to add logic to our state, the available methods are:

stateMachine = new StateMachine();
    .onEntry(func) // function called when entering the state, params: (fsmContext, transitionData, eventArgs)
    .onUpdate(func) // function called when updating the state, params: (fsmContext, deltaTime)
    .onExit(func) // function called when exiting the state, params: (fsmContext, transitionData)
    .onActivate(func) // function called when activating (manual call), params: (fsmContext)
    .onDeactivate(func) // function called when deactivating (manual call), params: (fsmContext)
    .substateOf(stateId) // set superstate (superstate logic will be called before his own)
    .permit(eventId, targetStateId) // creates transition trigger that will change the state to a target state. 
    .permitIf(eventId, targetStateId, guardFunc) // same as above but there will be a guard condition.
    .permitDynamic(eventId, selectorFunc) // same as 'permit' but the target is dynamically determined.
    .permitDynamicIf(eventId, selectorFunc, guardFunc) // same as above but there will be a guard condition.
    .permitReentry(eventId) // same has 'permit' the target state is the same state.
    .permitReentryIf(eventId, guardFunc) // same as above but there will be a guard condition.

Now that we know how the states are configured we need to understand how StateMachineContext works.

When you define a state machine (FSM) it doesn't belong to any particular instance and this makes this system extremely powerful since you can share the same FSM with all the instances with the same behavior (meaning that thousands of enemies will only need ONE state machine).

Also thanks to this context system the code defined in the 'onEntry', 'onUpdate', 'onExit', 'onActivate', 'onDeactivate' and also guard condition will be executed from the scope of the instance running the state machine. The StateMachineContext allows the following controls:

fsmContext =, "initialState"); // fires the event with that name and triggers the transitions (ON NEXT STEP)
fsmContext.moveTo(stateId) // force-transition to the target state (IMMEDIATELY)
fsmContext.isInState(stateId) // checks if we are in the given state (takes into account substates)
fsmContext.getStateId() // returns the id of the current state
fsmContext.activate(stateId) // activates the given state
fsmContext.deactivate(stateId) // deactivates the given state
fsmContext.switchMachine(stateMachine, initialStateId) // replaces the state machine being used
fsmContext.currentState // this is a (READONLY) property that references the current state instance

One of the functions I would like to give special highlight is the switchMachine with this function you are able to switch between stateMachines on the fly for advanced and complex state control. States can also be defined as classes inherited from StateRepresentation constructor (there is an example inside the demo of this under ADVANCED USAGE)


The demo project serves as an example for the State Machine System being used all the demo specific code is inside the Demo folder of the asset pack.


The asset is fully compatible with 2.3+ and is purely written in GML making it compatible with all exports available.


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  • The price may vary based on the marketplace.
  • Support, bug fix will be handled on a case-by-case basis at earliest possible.
  • No parts of your purchase may be re-distributed, re-sold, or bundled with existing assets.

End User Licence Agreement (EULA).

Age Rating: 4+


GMS2.3 - Version 1.0.3. Published May 12, 2021

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