Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Unity 4.x Game Development by Example: Beginner's Guide

You're reading from   Unity 4.x Game Development by Example: Beginner's Guide A seat-of-your-pants manual for building fun, groovy little games quickly with Unity 4.x

Arrow left icon
Product type Paperback
Published in Dec 2013
Publisher Packt
ISBN-13 9781849695268
Length 572 pages
Edition 3rd Edition
Languages
Tools
Arrow right icon
Author (1):
Arrow left icon
Ryan Henson Creighton Ryan Henson Creighton
Author Profile Icon Ryan Henson Creighton
Ryan Henson Creighton
Arrow right icon
View More author details
Toc

Table of Contents (22) Chapters Close

Unity 4.x Game Development by Example Beginner's Guide
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. That's One Fancy Hammer! FREE CHAPTER 2. Let's Start with the Sky 3. Game #1 – Ticker Taker 4. Code Comfort 5. Game #2 – Robot Repair 6. Game #2 – Robot Repair Part 2 7. Don't Be a Clock Blocker 8. Hearty Har Har 9. Game #3 – The Break-Up 10. Game #3 – The Break-Up Part 2 11. Game #4 – Shoot the Moon 12. Game #5 – Kisses 'n' Hugs 13. AI Programming and World Domination 14. Action! Appendix Index

Herpa derp derp


Just to get this up and running, we'll make the artificial intelligence as dumb as possible. The computer will scan the grid for empty Squares, choose one at random, and place an O there.

We'll accomplish this by looping through our 1-dimensional array of Square references, adding any empty Squares to a separate list, and then choosing a Square at random from that list.

Add this code to the ComputerTakeATurn function:

function ComputerTakeATurn()
{
  var square:GameObject;
  var aEmptySquares:List.<GameObject> = new List.<GameObject>();
  
  for(var i:int = 0; i < aSquares.Length; i++)
  {
    square = aSquares[i];
    if(square.GetComponent.<Square>().player == 0) 
      aEmptySquares.Add(square);
  }
  square = aEmptySquares[Random.Range(0,aEmptySquares.Count)];
}

Add this line to the top of the script:

 #pragma strict
 import System.Collections.Generic;

What just happened – making a list, checking it twice

Let's break this code down.

 var square:GameObject...
lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image