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authorCarson Katri <carson.katri@gmail.com>2021-06-12 20:19:00 -0400
committerCarson Katri <carson.katri@gmail.com>2021-06-12 20:19:00 -0400
commit585e0ebbd768eb3955c3bad19ef425bdf6657f8f (patch)
treed378e65221353e0c9b4c60f648955bc2685139e5
parentca2356eb3f3c88745d5ecc646383f49ff301be90 (diff)
downloadgmtk-gamejam-585e0ebbd768eb3955c3bad19ef425bdf6657f8f.tar.gz
gmtk-gamejam-585e0ebbd768eb3955c3bad19ef425bdf6657f8f.tar.zst
gmtk-gamejam-585e0ebbd768eb3955c3bad19ef425bdf6657f8f.zip
Refine AI decision-making
-rw-r--r--Assets/Scenes/Main.unity4
-rw-r--r--Assets/Scripts/Controllers/AIController.cs23
-rw-r--r--Assets/Scripts/Controllers/Ball.cs2
-rw-r--r--Assets/Sprites/Basketball.controller4
4 files changed, 22 insertions, 11 deletions
diff --git a/Assets/Scenes/Main.unity b/Assets/Scenes/Main.unity
index a2bab54..1ead15b 100644
--- a/Assets/Scenes/Main.unity
+++ b/Assets/Scenes/Main.unity
@@ -712,11 +712,11 @@ PrefabInstance:
objectReference: {fileID: 0}
- target: {fileID: 5143626018439341592, guid: 2485406c33a7d4f5481ce936cc9b162e, type: 3}
propertyPath: m_LocalPosition.x
- value: 0.23
+ value: -0.00999999
objectReference: {fileID: 0}
- target: {fileID: 5143626018439341592, guid: 2485406c33a7d4f5481ce936cc9b162e, type: 3}
propertyPath: m_LocalPosition.y
- value: 5.17
+ value: 0.73
objectReference: {fileID: 0}
- target: {fileID: 5143626018439341592, guid: 2485406c33a7d4f5481ce936cc9b162e, type: 3}
propertyPath: m_LocalPosition.z
diff --git a/Assets/Scripts/Controllers/AIController.cs b/Assets/Scripts/Controllers/AIController.cs
index 244b502..4879c4c 100644
--- a/Assets/Scripts/Controllers/AIController.cs
+++ b/Assets/Scripts/Controllers/AIController.cs
@@ -35,6 +35,7 @@ namespace Controllers
{
// Try to grab (steal) the ball every n seconds.
InvokeRepeating(nameof(GrabBall), 0, 0.5f);
+ InvokeRepeating(nameof(ShootBall), 0, 2f);
}
private void GrabBall()
@@ -47,6 +48,17 @@ namespace Controllers
}
}
+ private void ShootBall()
+ {
+ if (!game.enemy.HasBall) return;
+ var hoopDistance = Mathf.Abs(transform.position.x - game.EnemyHoop.transform.position.x);
+ var playerHoopDistance = Mathf.Abs(player.root.transform.position.x - game.EnemyHoop.transform.position.x);
+ if (hoopDistance < 6f && hoopDistance > 2.5f && (Random.Range(0, 100) > 30 || playerHoopDistance > hoopDistance)) // Take the shot when in range. 70% chance he decides to if the player is standing between him and the basket.
+ {
+ game.enemy.Shoot(transform);
+ }
+ }
+
private void Update()
{
var movement = transform.position;
@@ -68,16 +80,15 @@ namespace Controllers
}
else // Otherwise, move toward the basket, and then once we get within range, take the shot.
{
- transform.position = new Vector2(Vector2.MoveTowards(transform.position, game.EnemyHoop.transform.position, speed * Time.deltaTime).x, transform.position.y);
- if (Mathf.Abs(transform.position.x - game.EnemyHoop.transform.position.x) < 5f) // Take the shot.
- {
- game.enemy.Shoot(transform);
- }
+ // How far the enemy tries to get from the hoop before shooting.
+ // Currently, it will try to shoot a 3pt. shot if down, but a 2pt. shot if up or tied.
+ var targetDistance = game.enemy.score < game.player.score ? 5f : 3f;
+ transform.position = new Vector2(Vector2.MoveTowards(transform.position, game.EnemyHoop.transform.position + new Vector3(targetDistance, 0, 0), speed * Time.deltaTime).x, transform.position.y);
}
movement -= transform.position;
- game.enemy.Move(transform.position + new Vector3(0f, BoxCollider.size.y / 2, 0f));
+ game.enemy.Move(transform.position + new Vector3(0f, BoxCollider.size.y * 3/4, 0f));
leftLeg.top.transform.localRotation = Quaternion.Euler(0, 0, maxLegAngle * Mathf.Sin(animationStep * legSpeed));
leftLeg.bottom.transform.localRotation = Quaternion.Euler(0, 0, maxLegAngle + maxLegAngle * Mathf.Sin(animationStep * legSpeed));
diff --git a/Assets/Scripts/Controllers/Ball.cs b/Assets/Scripts/Controllers/Ball.cs
index d9c85c2..07e1b37 100644
--- a/Assets/Scripts/Controllers/Ball.cs
+++ b/Assets/Scripts/Controllers/Ball.cs
@@ -22,7 +22,7 @@ namespace Controllers
public void Shoot(Vector3 target)
{
- transform.right = (target - transform.position);
+ transform.right = target - transform.position;
Rigidbody.velocity = Vector2.zero;
Rigidbody.AddForce((transform.right + (transform.up * 0.5f)) * shotForce);
}
diff --git a/Assets/Sprites/Basketball.controller b/Assets/Sprites/Basketball.controller
index 0b17d66..51c508c 100644
--- a/Assets/Sprites/Basketball.controller
+++ b/Assets/Sprites/Basketball.controller
@@ -11,13 +11,13 @@ AnimatorStateMachine:
m_ChildStates:
- serializedVersion: 1
m_State: {fileID: 7946675803598422961}
- m_Position: {x: 200, y: 0, z: 0}
+ m_Position: {x: 260, y: 60, z: 0}
m_ChildStateMachines: []
m_AnyStateTransitions: []
m_EntryTransitions: []
m_StateMachineTransitions: {}
m_StateMachineBehaviours: []
- m_AnyStatePosition: {x: 50, y: 20, z: 0}
+ m_AnyStatePosition: {x: 60, y: 10, z: 0}
m_EntryPosition: {x: 50, y: 120, z: 0}
m_ExitPosition: {x: 800, y: 120, z: 0}
m_ParentStateMachinePosition: {x: 800, y: 20, z: 0}