Why use state machines for a reaction game?
Finite State Machines (FSM) model apps as explicit, predictable states (Idle -> Playing -> GameOver) triggered by events. No more boolean state spaghetti….
We chose XState for Reflex Machine to get:
- ⏱️ Declarative game timers (delays as state transitions)
- 🔒 Input integrity (clicks ignored if round is over)
- ❌ Zero impossible states
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