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Learning Game AI Programming with Lua

You're reading from  Learning Game AI Programming with Lua

Product type Book
Published in Nov 2014
Publisher Packt
ISBN-13 9781783281336
Pages 352 pages
Edition 1st Edition
Languages
Author (1):
David Young David Young
Profile icon David Young

Table of Contents (16) Chapters

Learning Game AI Programming with Lua
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Getting Started with AI Sandbox 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

Shooting blocks


Now that we have some basic lighting, a physics plane, and the ability to create and simulate physics objects, it's time to start shooting things. Before we jump head-first into creating agents, we'll take a quick detour into accessing some of the physics aspects of sandbox objects, as well as interacting with input controls.

The Sandbox_HandleEvent function allows the sandbox to respond to mouse and keyboard inputs. The event parameter is a Lua table that stores the source of the event, whether the event was generated by a down or up key press, and what key caused the event. Mouse-movement events are similar, but contain the width and height location of the mouse cursor.

As we already know how to create a sandbox object, all we need to do to shoot objects is position the object at the camera's position and orientation and apply a physics impulse on the object.

In this case, we're going to create and shoot a block on a space_key press event. The camera's position and forward...

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