title: Animation architecture pattern
body: <p>I'm writing a game project as a hobby, and am looking for some
  architecural advice about how best to organize my game objects
  and their various animations. </p>
  
  <p>For example, I have a class called Wizard, and a class
  called Dragon. A Wizard has, at least, 10 different specific
  animations associated with it, depending on its state, and the
  same for Dragon.</p>
  
  <p>So my question is this: is there a standard pattern for
  organizing these sorts of objects so that it is efficient and 
  easy to extend (i.e. it should be easy to add new
  animations and new objects)?</p>
  
  <p>I have various ideas about how to move forward on this, but I
  don't want to get this wrong since it is such an important part
  of the game architecture. It seems easy to get this working for a
  small game, but I am afraid of unmanageable complexity as it gets
  bigger.</p>