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Attention | Topic was automatically imported from the old Question2Answer platform. |
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Asked By | Amateur.game.dev. |
I have really been trying to make the enemy follow the player for 2 weeks and is becoming, honestly, boring. This is not the ideal experience I wish to have when making my games, but there you go.
The game is top-down and there is only 4 way movement (e.g. -y, y, -x, x). One problem, is if I am diagonally from the enemy he walks diagonally. Could I use a tilemap to do this??
If you suggest using an area 2d, pls show advancements to my code which I have presented (I would also like to use a circular area2d, if possible)
EDIT: the walking is working but it is still choppy, like the enemy isn’t following my character when I’m in range and it runs by itself with my being in range.
It is very likely that I’ve seen the tutorials if you present them. I have seen the gdscript one, as he’s one of the first people I go to.
func _physics_process(delta):
velocity = move_and_slide(velocity)
if BEntered == player:
if player.position.y < position.y:
velocity.y = -speed
elif player.position.y > position.y:
velocity.y = speed
else:
velocity.y = 0
if LEntered == player:
if player.position.x < position.x:
velocity.x = -speed
elif player.position.x > position.x:
velocity.x = speed
else:
velocity.x = 0
if nterd == player:
if player.position.x < position.x:
velocity.x = -speed
elif player.position.x > position.x:
velocity.x = speed
if player.position.y < position.y:
velocity.y = -speed
elif player.position.y > position.y:
velocity.y = speed
else:
velocity = 0
func _on_DetectPlayer_body_entered(body):
BEntered = player
func _on_DetectPlayer_body_exited(body):
BEntered = null
func _on_DetectPlayer3_body_entered(body):
LEntered = player
func _on_DetectPlayer3_body_exited(body):
LEntered = null
func _on_Circle_body_entered(body):
nterd = player
Hey there! I can’t really help you here, but I’d like to share with you a C# script from Unity that represents a basic enemy AI that will move toward the player and hover, while trying to avoid walls and the player. It does not have any pathfinding, it will move forever into a wall to get close to the player.
Again, it’s the wrong code base and the wrong game engine, but it might help you see how to create such a thing, and it does work where it came from.
using UnityEngine;
using System.Collections;
public class SimpleAI : MonoBehaviour {
public static GameObject player;
public float distanceFromPlayer;
public Rigidbody rb;
public float distanceToFloor;
// Use this for initialization
void Start()
{
player = GameObject.Find("Player");
rb = GetComponent<Rigidbody>();
}
void CheckDistanceMove(float distanceFromPlayer)
{
if(distanceFromPlayer > 8.0f)
{
rb.AddForce(transform.forward * 8f);
//now stabilize?
//rb.velocity.x *= 0.99;
}
else //it is close enough so slow down
{
rb.AddForce(transform.forward * -8f);
//Debug.Log(rb.velocity);
}
}
void FixedUpdate()
{
RaycastHit hit;
//look where the player is looking
//cast a ray from the player forward
//look at the raycasthit.point
transform.LookAt(player.transform);
//check distance to player
distanceFromPlayer = Vector3.Distance(transform.position, player.transform.position);
//Debug.Log("Player y: " + player.transform.position.y);
//Debug.Log("Bot y: " + transform.position.y);
//push away from objects to the left and right
Ray rightRay = new Ray(transform.position, Vector3.right);
Ray leftRay = new Ray(transform.position, Vector3.left);
//I am aware that left and right are weird here. Unity is weird.
//check the right ray
if (Physics.Raycast(rightRay, out hit))
{
float rightError = 2 - hit.distance;
if(rightError > 0)
{
rb.AddForce(-3f * transform.right);
Debug.Log("Pushing off right hit object");
}
}
//check the wrong ray
if (Physics.Raycast(leftRay, out hit))
{
float leftError = 2 - hit.distance;
if(leftError > 0)
{
rb.AddForce(3f * transform.right);
Debug.Log("Pushing off left hit object");
}
}
//hover
Ray downRay = new Ray(transform.position, -Vector3.up);
if (Physics.Raycast(downRay, out hit))
{
//Debug.Log("Floor hit distance: " + hit.distance);
float hoverError = 6 - hit.distance;
if (hoverError > 0)
{
//Debug.Log("Hover error is: " + hoverError);
rb.AddForce(11.0f * Vector3.up);
CheckDistanceMove(distanceFromPlayer);
}
else if (player.transform.position.y > transform.position.y - 3) //if the player is elevated above the bot move up anyway
{
//Debug.Log("pushing bot up to match player!");
rb.AddForce(11.0f * Vector3.up);
CheckDistanceMove(distanceFromPlayer);
}
}
}
}
combatvolcano | 2020-10-15 19:25