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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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Author (1):
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David Young David Young
Author Profile Icon David Young
David Young
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Table of Contents (16) Chapters Close

Learning Game AI Programming with Lua
Credits
About the Author
About the Reviewers
www.PacktPub.com
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

Playing with states


We can now start playing with animation states within our ASMs. In this case, we have two ASMs that need to be kept in sync, so we create a global weaponState variable that will check whether our weapon is in the sniper rifle pose or the SMG pose.

Next, we can bind each of the number pad keys to request specific states within our soldier and weapon ASMs. Special case handling is required for the transform states as well as the reload state:

Sandbox.lua:

local weaponState = "sniper";

local function IsNumKey(key, numKey)
    -- Match both numpad keys and numeric keys.
    return string.find(
        key, string.format("^[numpad_]*%d_key$", numKey));
end

function Sandbox_HandleEvent(sandbox, event)
    if (event.source == "keyboard" and event.pressed) then
        if (event.key == "f1_key") then
            Sandbox.SetCameraPosition(
                sandbox, Vector.new(0, 1, -3));
            Sandbox.SetCameraForward(
                sandbox, Vector.new(0, 0, -1));
    ...
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