Turn Order & Action Queue Visualizer

Tool ยท state machine + ActionQueue ยท step-through mode

See the DuelController state machine from Module 5 in action. Step through a duel one transition at a time. Watch the ActionQueue fill and drain. This is the mental model you want before your own implementation starts feeling like a mystery.

Player
30
Block: 0
Enemy
15
Intent: โ€”
Tick 0

State Machine

SETUP
PLAYER_DRAW
PLAYER_PLAY
RESOLVING
ENEMY_TURN
VICTORY
DEFEAT

Action Queue

Log

What you're seeing

Key insight

Notice how the state machine is high level โ€” 7 states capture the whole duel. The action queue is low level โ€” it sequences the individual animations and damage applications within a state. Don't conflate them. One answers "where in the flow are we?", the other answers "what's happening right now?"