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Microsoft XNA 4.0 Game Development Cookbook

You're reading from   Microsoft XNA 4.0 Game Development Cookbook This book goes further than the basic manuals to help you exploit Microsoft XNA to create fantastic virtual worlds and effects in your 2D or 3D games. Includes 35 essential recipes for game developers.

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Product type Paperback
Published in Jun 2012
Publisher Packt
ISBN-13 9781849691987
Length 356 pages
Edition 1st Edition
Languages
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Author (1):
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Luke Drumm Luke Drumm
Author Profile Icon Luke Drumm
Luke Drumm
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Toc

Table of Contents (15) Chapters Close

Microsoft XNA 4.0 Game Development Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
1. Preface
1. Applying Special Effects FREE CHAPTER 2. Building 2D and 3D Terrain 3. Procedural Modeling 4. Creating Water and Sky 5. Non-Player Characters 6. Playing with Animation 7. Creating Vehicles 8. Receiving Player Input 9. Networking

Character state machines


Defining a character's temperament and possible actions in the form of a finite state machine is a simple but effective way to simulate emotion, personality, and those subtle quirks that hint at humanity.

In this recipe, we're going to create a pretty simple example in the form of a security guard who gets progressively more or less excitable depending on whether he can hear or see the hero of the game.

Just like a real person might react, the guard doesn't instantly jump into full-blown anger upon the smallest noise, nor does he instantly calm down upon losing sight of the hero.

Getting ready

This recipe requires only an XNA-compatible font of your choosing.

How to do it...

To create your own character state machine:

  1. 1. Add a new SpriteFont to your solution, named Text.

  2. 2. Create a class to represent the emotional state of a character:

    class StateNode
    {
    public string Id;
    
  3. 3. Complete the class by including a list of possible nodes to transit to, along with a method to...

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