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Learning game AI programming with Lua

You're reading from   Learning game AI programming with Lua Leverage the power of Lua programming to create game AI that focuses on motion, animation, and tactics

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Product type Paperback
Published in Nov 2014
Publisher Packt
ISBN-13 9781783281336
Length 352 pages
Edition 1st Edition
Languages
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Toc

Table of Contents (11) Chapters Close

Preface 1. Getting Started with AI Sandbox FREE CHAPTER 2. Creating and Moving Agents 3. Character Animations 4. Mind Body Control 5. Navigation 6. Decision Making 7. Knowledge Representation 8. Perception 9. Tactics Index

Getting our soldier to run


Now that we have an animated agent, we can get the agent to run around the obstacle course while animating with the same steering techniques we used previously. First, we set the agent's path, which is provided by the SandboxUtilities_GetLevelPath function, and then we request the ASM to let the agent play the run_forward animation.

Setting a path through the obstacle course

You can set a path through the obstacle course as follows:

SoldierAgent.lua:

require "SandboxUtilities"

function Agent_Initialize(agent)

    ...

    _soldierAsm:RequestState(
        Soldier.SoldierStates.STAND_RUN_FORWARD);

    -- Assign the default level path and adjust the agent's speed 
    -- to match the soldier's steering scalars.
    agent:SetPath(SandboxUtilities_GetLevelPath());
    agent:SetMaxSpeed(agent:GetMaxSpeed() * 0.5);
end

Running the obstacle course

Actually getting our agent to move requires us to calculate the steering forces based on the set path and then apply these forces...

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