NOTE: for a a sneak preview of what's coming next, read the documentation for v3.0.0-rc.1
A standalone library for finite state machines.
Using npm:
npm install javascript-state-machine
Or download the source from state-machine.js, or the minified version
Include state-machine.js
in your web application:
<script src='state-machine.js'></script>
Or for npm:
var StateMachine = require('javascript-state-machine');
In its simplest form, create a standalone state machine using:
var fsm = StateMachine.create({
initial: 'green',
events: [
{ name: 'warn', from: 'green', to: 'yellow' },
{ name: 'panic', from: 'yellow', to: 'red' },
{ name: 'calm', from: 'red', to: 'yellow' },
{ name: 'clear', from: 'yellow', to: 'green' }
]});
... will create an object with a method for each event:
- fsm.warn() - transition from 'green' to 'yellow'
- fsm.panic() - transition from 'yellow' to 'red'
- fsm.calm() - transition from 'red' to 'yellow'
- fsm.clear() - transition from 'yellow' to 'green'
along with the following members:
- fsm.current - contains the current state
- fsm.is(s) - return true if state
s
is the current state - fsm.can(e) - return true if event
e
can be fired in the current state - fsm.cannot(e) - return true if event
e
cannot be fired in the current state - fsm.transitions() - return list of events that are allowed from the current state
- fsm.states() - return list of all possible states.
If an event is allowed from multiple states, and always transitions to the same
state, then simply provide an array of states in the from
attribute of an event. However,
if an event is allowed from multiple states, but should transition to a different
state depending on the current state, then provide multiple event entries with
the same name:
var fsm = StateMachine.create({
initial: 'hungry',
events: [
{ name: 'eat', from: 'hungry', to: 'satisfied' },
{ name: 'eat', from: 'satisfied', to: 'full' },
{ name: 'eat', from: 'full', to: 'sick' },
{ name: 'rest', from: ['hungry', 'satisfied', 'full', 'sick'], to: 'hungry' },
]});
This example will create an object with 2 event methods:
- fsm.eat()
- fsm.rest()
The rest
event will always transition to the hungry
state, while the eat
event
will transition to a state that is dependent on the current state.
NOTE: The
rest
event could use a wildcard '*' for the 'from' state if it should be allowed from any current state.
NOTE: The
rest
event in the above example can also be specified as multiple events with the same name if you prefer the verbose approach.
4 types of callback are available by attaching methods to your StateMachine using the following naming conventions:
onbeforeEVENT
- fired before the eventonleaveSTATE
- fired when leaving the old stateonenterSTATE
- fired when entering the new stateonafterEVENT
- fired after the event
(using your specific EVENT and STATE names)
For convenience, the 2 most useful callbacks can be shortened:
onEVENT
- convenience shorthand foronafterEVENT
onSTATE
- convenience shorthand foronenterSTATE
In addition, 4 general-purpose callbacks can be used to capture all event and state changes:
onbeforeevent
- fired before any eventonleavestate
- fired when leaving any stateonenterstate
- fired when entering any stateonafterevent
- fired after any event
All callbacks will be passed the same arguments:
- event name
- from state
- to state
- (followed by any arguments you passed into the original event method)
Callbacks can be specified when the state machine is first created:
var fsm = StateMachine.create({
initial: 'green',
events: [
{ name: 'warn', from: 'green', to: 'yellow' },
{ name: 'panic', from: 'yellow', to: 'red' },
{ name: 'calm', from: 'red', to: 'yellow' },
{ name: 'clear', from: 'yellow', to: 'green' }
],
callbacks: {
onpanic: function(event, from, to, msg) { alert('panic! ' + msg); },
onclear: function(event, from, to, msg) { alert('thanks to ' + msg); },
ongreen: function(event, from, to) { document.body.className = 'green'; },
onyellow: function(event, from, to) { document.body.className = 'yellow'; },
onred: function(event, from, to) { document.body.className = 'red'; },
}
});
fsm.panic('killer bees');
fsm.clear('sedatives in the honey pots');
...
Additionally, they can be added and removed from the state machine at any time:
fsm.ongreen = null;
fsm.onyellow = null;
fsm.onred = null;
fsm.onenterstate = function(event, from, to) { document.body.className = to; };
The order in which callbacks occur is as follows:
assume event go transitions from red state to green
onbeforego
- specific handler for the go event onlyonbeforeevent
- generic handler for all eventsonleavered
- specific handler for the red state onlyonleavestate
- generic handler for all statesonentergreen
- specific handler for the green state onlyonenterstate
- generic handler for all statesonaftergo
- specific handler for the go event onlyonafterevent
- generic handler for all events
NOTE: the legacy
onchangestate
handler has been deprecated and will be removed in a future version
You can affect the event in 3 ways:
- return
false
from anonbeforeEVENT
handler to cancel the event. - return
false
from anonleaveSTATE
handler to cancel the event. - return
ASYNC
from anonleaveSTATE
handler to perform an asynchronous state transition (see next section)
Sometimes, you need to execute some asynchronous code during a state transition and ensure the new state is not entered until your code has completed.
A good example of this is when you transition out of a menu
state, perhaps you want to gradually
fade the menu away, or slide it off the screen and don't want to transition to your game
state
until after that animation has been performed.
You can now return StateMachine.ASYNC
from your onleavestate
handler and the state machine
will be 'put on hold' until you are ready to trigger the transition using the new transition()
method.
For example, using jQuery effects:
var fsm = StateMachine.create({
initial: 'menu',
events: [
{ name: 'play', from: 'menu', to: 'game' },
{ name: 'quit', from: 'game', to: 'menu' }
],
callbacks: {
onentermenu: function() { $('#menu').show(); },
onentergame: function() { $('#game').show(); },
onleavemenu: function() {
$('#menu').fadeOut('fast', function() {
fsm.transition();
});
return StateMachine.ASYNC; // tell StateMachine to defer next state until we call transition (in fadeOut callback above)
},
onleavegame: function() {
$('#game').slideUp('slow', function() {
fsm.transition();
};
return StateMachine.ASYNC; // tell StateMachine to defer next state until we call transition (in slideUp callback above)
}
}
});
NOTE: If you decide to cancel the ASYNC event, you can call
fsm.transition.cancel();
You can also turn all instances of a class into an FSM by applying
the state machine functionality to the prototype, including your callbacks
in your prototype, and providing a startup
event for use when constructing
instances:
MyFSM = function() { // my constructor function
this.startup();
};
MyFSM.prototype = {
onpanic: function(event, from, to) { alert('panic'); },
onclear: function(event, from, to) { alert('all is clear'); },
// my other prototype methods
};
StateMachine.create({
target: MyFSM.prototype,
events: [
{ name: 'startup', from: 'none', to: 'green' },
{ name: 'warn', from: 'green', to: 'yellow' },
{ name: 'panic', from: 'yellow', to: 'red' },
{ name: 'calm', from: 'red', to: 'yellow' },
{ name: 'clear', from: 'yellow', to: 'green' }
]});
This should be easy to adjust to fit your appropriate mechanism for object construction.
NOTE: the
startup
event can be given any name, but it must be present in some form to ensure that each instance constructed is initialized with its own uniquecurrent
state.
How the state machine should initialize can depend on your application requirements, so the library provides a number of simple options.
By default, if you don't specify any initial state, the state machine will be in the 'none'
state and you would need to provide an event to take it out of this state:
var fsm = StateMachine.create({
events: [
{ name: 'startup', from: 'none', to: 'green' },
{ name: 'panic', from: 'green', to: 'red' },
{ name: 'calm', from: 'red', to: 'green' },
]});
alert(fsm.current); // "none"
fsm.startup();
alert(fsm.current); // "green"
If you specify the name of your initial state (as in all the earlier examples), then an
implicit startup
event will be created for you and fired when the state machine is constructed.
var fsm = StateMachine.create({
initial: 'green',
events: [
{ name: 'panic', from: 'green', to: 'red' },
{ name: 'calm', from: 'red', to: 'green' },
]});
alert(fsm.current); // "green"
If your object already has a startup
method you can use a different name for the initial event
var fsm = StateMachine.create({
initial: { state: 'green', event: 'init' },
events: [
{ name: 'panic', from: 'green', to: 'red' },
{ name: 'calm', from: 'red', to: 'green' },
]});
alert(fsm.current); // "green"
Finally, if you want to wait to call the initial state transition event until a later date you
can defer
it:
var fsm = StateMachine.create({
initial: { state: 'green', event: 'init', defer: true },
events: [
{ name: 'panic', from: 'green', to: 'red' },
{ name: 'calm', from: 'red', to: 'green' },
]});
alert(fsm.current); // "none"
fsm.init();
alert(fsm.current); // "green"
Of course, we have now come full circle, this last example is pretty much functionally the same as the first example in this section where you simply define your own startup event.
So you have a number of choices available to you when initializing your state machine.
IMPORTANT NOTE: if you are using the pattern described in the previous section "State Machine Classes", and wish to declare an
initial
state in this manner, you MUST use thedefer: true
attribute and manually call the starting event in your constructor function. This will ensure that each instance gets its own uniquecurrent
state, rather than an (unwanted) sharedcurrent
state on the prototype object itself.
By default, if you try to call an event method that is not allowed in the current state, the
state machine will throw an exception. If you prefer to handle the problem yourself, you can
define a custom error
handler:
var fsm = StateMachine.create({
initial: 'green',
error: function(eventName, from, to, args, errorCode, errorMessage, originalException) {
return 'event ' + eventName + ' was naughty :- ' + errorMessage;
},
events: [
{ name: 'panic', from: 'green', to: 'red' },
{ name: 'calm', from: 'red', to: 'green' },
]});
alert(fsm.calm()); // "event calm was naughty :- event not allowed in current state green"
> git clone git@github.com:jakesgordon/javascript-state-machine
> cd javascript-state-machine
> npm install # install dev dependencies
> npm start # run a local dev server
- Source code -
state-machine.js
- Minified code -
state-machine.min.js
(build withnpm run minify
) - Browse demo at
/
- Run tests in browser at
/test/
- Run tests in console with
npm test
- Please include tests with pull requests.
- You can find the code on github
- You can find a working demo here
- v2.3 release announcement
- v2.2 release announcement
- v2.1 release announcement
- v2.0 release announcement
- v1.2 release announcement
- v1.0 release announcement
See RELEASE NOTES file.
See LICENSE file.
If you have any ideas, feedback, requests or bug reports, you can reach me at jake@codeincomplete.com, or via my website: Code inComplete