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This is a small collection of mostly game example source codes. These source codes are made available to help PlayBasic programmers kick start their game programming journey.
Looking for more source code / tutorials & media, then remember to visit the PlayBasic Resource board on our forums.
Found #8 items in AI category by Kevin Picone
Flood Fill Path Finder
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By: Kevin Picone Added: July 31st, 2015
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Category: All,AI,Algorithm
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This code is a version of my flood fill path finding routine that was originally written way back in the late Amiga days, some 20 odd years ago now. The raw concept was inspired by the game Chaos Engine by the Bitmap Brothers, which featured a cooperative mode with a second AI player, even when playing in single player modes. What struck me was how well the AI player could fight and locate power ups, which seemed just like the a human player at the time. Today this kind of AI has is almost common place, but it seemed new back in the 16bit days. I don't actually know how Chaos Engine's AI algorithms work, just that it was seed for this idea. But like a lot of good ideas, this just ended up gathering dust on my legacy hard drive until now.
Download Path Finding Tutorial From Forums
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Simple Character Control
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By: Kevin Picone Added: November 10th, 2008
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Category: All,AI,Input,Beginners
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This package includes a hand full of solutions for controlling a character on the X axis, The Y axis and the combined XY axis (8 direction movement). The package includes version of the demos for keyboard and JoyPad as well as bigger example with a fully animated Doggie character.
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Line Of Sight
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By: Kevin Picone Added: October 17th, 2008
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Category: All,AI,Demo
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The aim of this example is demonstrate an approach for performing line of sight calculations between game actors and the player within a world space.
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Character Avoid Player
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By: Kevin Picone Added: May 6th, 2008
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Category: All,AI,Demo,Beginners
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The aim of this sample is build some simple 'run away from the player' styled behavior into our dumb game actors, which are represented by simple blobs.
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Character Movement Paths
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By: Kevin Picone Added: February 4th, 2008
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Category: All,AI,Beginners
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This example uses the path movement helper library to build (create/delete/ add/insert etc) a path and then demo's a method to make a sprite follow the path. Useful for building some basic AI for your games.
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Field Of View
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By: Kevin Picone Added: January 27th, 2008
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Category: All,AI
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The aim of this example is to demonstrate a method of detecting if the Player (or Actor) is within another actors Field Of Vision (FOV).
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Basic Text Adventure Framework
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By: Kevin Picone Added: February 6th, 2007
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Category: All,Games,Strings,AI
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This example isn't a fully functional adventure game engine, but does include the bare bones of a user command parser, plus a few extras like an inventory and the start of the location system. While it's not finished, I'm not sure when i'll be able to find time to really write something decent. So feel free to continue it. Have fun !
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Homing Missiles
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By: Kevin Picone Added: January 15th, 2007
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Category: All,Demo,AI
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This demo is a Homing Missile example, as seen in countless shoot'em ups! The missile controller code is pretty simple, where the behavior is broken down into four states. Just Fired (missile was just launched), Homing (seeking for the target), Given up and Dead. All the Missiles seek on the same target, the mouse pointer. Which sort of looks like a school of tadpoles Press the SpaceBar to fire more missiles and that's about it... have fun ! Requires PlayBasicV1.61 or above
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