Software Design

Game Character Movement State Machine

State Diagrams · made in Skemio

Game character state diagram illustrating transitions between Idle, Walking, Sprinting, Jumping, and Falling states.
Game character state diagram illustrating transitions between Idle, Walking, Sprinting, Jumping, and Falling states.

What it shows

  • Isolate grounded vs airborne states to eliminate double-jump glitches.
  • Feed velocity thresholds directly into transition triggers for responsiveness.
  • Add short coyote-time buffers when transitioning between walking and falling.

The takeaway

Predictable locomotion mechanics rely on discrete states guarding physics transitions.

More state diagrams