Basic AI FSM - Handling state transition

Posted by Galvanize on Game Development See other posts from Game Development or by Galvanize
Published on 2012-06-19T14:30:27Z Indexed on 2012/06/19 15:26 UTC
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I'm starting to study on how to implement game AI, and it seems to me that a very simple FSM for my Pong demo would be a nice way to start.

My vision on implementing this would be to have a basic state interface and a class for each state, then the NPC would have an instance of the current state. The class should have an update method and directions on wich state to go next, depending on the event received.

The question is: How do I handle this event? Should I have a regular addEventListener and a costum event system? Or should I check on update for the things that could change the current state?

I'm feeling a bit lost, I feel I have a good grasp on the FSM concept but a good implementation seems tricky, thanks in advance.

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