Jump to content
  • Advertisement
Sign in to follow this  
evren bingol

Joystick control of an AI character.

This topic is 3061 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I am working on a soccer game and it is going good. Right now i have a soccer simulation. I want to have the joystick controller play nicely. I have FSM and Steering for the AI characters. Now, previously I have always used the FSM and steering even if the character was controlled by the joystick. What i mean is that some people do stuff like. If (joystick push forward){ setPosition(getPosition()+Heading Direction* time) } what I do is if (joystick push forward){ steering->SetPlaceTOgo(facingDirection*someDistance) steering->SeekTurnOn() } and steering takes care of the movement. And for the FSM if(Joystick_Button pressed){ CurrentStates->(KickBAllState) } is this the right way to do this or should I implement a new logic for joystick and not use FSM when controlled by the player. THanks

Share this post


Link to post
Share on other sites
Advertisement
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!