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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

Adding callbacks to the animation state machine

So far, our animation state machine could control animations and transitions; now, we'll extend the ASM to notify functions whenever a new state begins playing. This functionality is extremely useful for actions that require synchronization with animations, such as reloading and shooting.

Previously, we've implemented our animation state machine within the Sandbox.lua script. Now, you can either copy that implementation into a new AnimationStateMachine.lua file or take a look at the implementation provided by the sandbox.

Note

The sandbox will always load a demo's specific implementation of a Lua file instead of the file provided by default within the demo_framework project. This allows you to replace the default implementation of the AnimationStateMachine.lua script, for instance, without needing to change any other script references.

Handling callbacks

A callback is essentially another Lua function that is stored as a variable...

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