Pathfinding
Types of AI
Rules for Controlling Characters
Developing rules for controlling characters and their vertical and horizontal movement in your game.
The Perfect Maze
Object Definition
Implementation
Assets
Pathfinding Algorithms
Three popular types of algorithms:
One: starts at the first tile and randomly walks from tile to tile (in memory) until goal is reached
Two: starts at both the starting tile and the goal tile and walks randomly until the paths intersect
Three: moves in the direction of the goal from a particular starting point until it hits an obstacle, then moves along the obstacle until it can get around it (tracing).
A* Algorithms
The A* Algorithm finds the shortest distance between two paths. The examples in the Flash mx Game Design Demystified textbook are similar to those found on the Gamasutra web site.
Flash Examples
Custom Logic
Run the pong.swf file
Open the example file in Flash
Homegrown AI
Run the shark_attack.swf
file
The Perfect Maze
Run the maze.swf file
Open the example file in Flash
Implementing A*
Run the astar.swf file
Open the example file in Flash
Run the iso_ai_astar.swf
file
Open the example file in Flash
Raise the Blocks - An isometric grid of 25 blocks – the object is to raise all the blocks.
Flash
mx Game Design Demystified: Chapter 9