[*:3h4ryy1e]Lesson Eight - Intermediate Enemy AI
<- download in first post!
Making a slightly more complex enemy that chases the player around the level.
This lesson expands on the last, making use of the Platform behavior to create an enemy that chases Charlie around the level, jumping over small obstacles, and avoiding other instances of itself.
Thanks to David and Mipey and others who helped me (or tried to, as the case may be) figure out the most efficient way to get the enemies to avoid each other.
[size=85:3h4ryy1e]There have been a couple of changes to the game in this .cap that don't have to do with this actual lesson. First, everything has been changed to Point filtering. As Ashley pointed out to me earlier, there wasn't really any good reason not to. I thought I'd need Linear for something down the line, which is why I went with it originally, but that looks like it's not the case. I'll be updating all the previous lessons to reflect this change.
Second, the Doomba activation/deactivation code in Lesson 7 doesn't actually work... once active, they stay active. This is because you apparently can't Else a "Pick by evaluation" condition. Which makes sense if you think about it. So I'll be updating that as well.[/size:3h4ryy1e]
And that's about it. Enjoy the lesson