I need a better way to implement FSM.

Published January 10, 2010
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I uploaded version 1.12, which fixed the bug in which the timer continued to count down after user finished last level. The fix itself was pretty straightforward but finding the location took long. The program is structured as an FSM (finite-state-machine) driven by a switch statement residing in DirectX framework's FrameMove() function. However, the state transitions are distributed across event handlers such as the OnLButtonDown() function. This makes it hard to debug. I wish I knew of a better way to implement FSM's so that the structure is understandable at a glance.
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