![]() When ‘dA’ is zero, the player is in the direct line of sight. So that the shooting isn’t random, the code checks the value of ‘dA’ and if the value is between -2 and +2, then the enemy will shoot towards the player. These blocks make the enemy plane fire towards the player. This third image isn’t part of the actual movement behaviour, but I have used the ‘dA’ value for another purpose. This would be zero if you wanted it to be stationary. The last line simply points the actor in the right direction, and sets the velocity at which it is to move. The higher the value, the faster the turn. ![]() If you don’t need the value to change, you can put a number value directly in here. I’ve used a map value here so that I can change the value in-game. The ‘value of EnemyTurn’ is a value that’s stored in a map, and dictates the speed at which the actor turns. ‘dA’ is a number attribute that you’d need to create. Easily rotate actors to look at the mouse cursor Spawn and destroy actors in real-time, at will Write simple and advanced AI for non-player characters Design. The code in this image is more complex, and it uses the Easy Math Extension, though it’s possible to get this working without it, you would just need to write the code to calculate the angle between the two actors yourself. This is not relevant to the enemy movement, but I will touch on it at the end. This is so we can refer to it later.įinally there’s a custom event. Secondly, an actor attribute is created using the player actor. In this instance the player actor is created at a random location on the screen. When created, the first line creates the player actor. In the example here, walking has a speed of five kilometers per hour. This code is attached to the enemy plane as used in the above demo. For example, a speed attribute can be created according to an actors walk behavior. Let’s have a look at the code that used to achieve the effect. What I am trying to do is set up a game where the ship is always in the middle of the screen and eventually also program it so that's always facing the direction that the astroids are coming from, and all astroids are always moving in the same direction, all of this is to create the illusion that the ship is traveling through an asteroid field. Open demo in a new window (You may need to enable pop-ups in order to view the demo.) Imagine a tower defence game where turrets turn to face enemies, a tank turret slowly rotating independently of the tank’s body, or even using it to turn a plane. Why would you like to change the speed of rotation?īeing able to change the rate of speed at which one actor turns to face another is useful for a number of situations. However, simply pointing an actor towards another is rather limited, and may not be what you’re after. But it's not compatible with the kind of game I'm trying to make.Making one actor point towards, or face another is a relatively easy affair. Again it was very nice of you to set up a viable asteroid field for a stranger and his game. Stencyl is backed by an awesome community and. Stencyl is an wonderful tool to create great looking 2d games. It's going to be a little tricky, frankly I still don't see why the Luyren's solution didn't work, it doesn't quite make sense to me. To create a game either click in the middle of the screen or on. ![]() and I'm not trying to have all of them be on a collision course with the ship, though I want all of them to pass through the screen. What I am trying to do is set up a game where the ship is always in the middle of the screen and eventually also program it so that's always facing the direction that the astroids are coming from, and all astroids are always moving in the same direction, all of this is to create the illusion that the ship is traveling through an asteroid field where the astroids aren't moving, and the ship will never run out of the scene. I would say that you did an excellent job of setting up an asteroid field for a different game than the type of game I'm trying to make.
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