A Simple State Machine for Godot
Even as far back as the precursor to Corvian Curse, BitChunky, it was clear I'd need a state machine for handling state transitions for the player and enemies. Having all of your logic dumped into `_physics_process`, even with functions to help with organization, quickly turns to spaghetti. I've seen a few patterns for doing state machines with Godot but they're often component based or spread...