FINITE STATE MACHINE
The State Pattern was used in this assignment is a behavioral pattern and implements a collection of finite states. We used” C# interfaces (cf. Baron Ch. 10) to implement the FSM depicted below from Nystrom's section on Finite State Machines (Links to an external site.) (p. 91 of the text) including standing, jumping, ducking, and diving.” I created two different states. One to have the object change colors when pressing C. Another to make my object Twirl when pressing S.