Summary
We learned a lot in this chapter about states. We learned how to use them to create different behavior in our actors without needlessly complicated if/else
statements and Booleans. In our game, we used states to change the way the enemies work.
Specifically, we covered:
What a state is, how to create them, and how to switch between them
How functions behave when used with states and the use of non-state functions
Functions specific to states and how to find out what state we're in
How to subclass states
The keywords, labels, and latent functions associated with states
Now that we've learned about states, we're ready to start working with Kismet to get some level-specific functionality out of our game!