Creating Basic AI using Flare Engine

Creating Basic AI using Flare Engine

Table of Contents

  1. Introduction
  2. Types of AI Systems
    • 2.1 Behavior Tree
    • 2.2 Finite State Machine
  3. Choosing the Right AI System
  4. Creating a Basic Enemy Bot
    • 4.1 Setting up the Sprite Engine
    • 4.2 Adding Sprites for Idle and Walking
    • 4.3 Adding Velocity and Ground Signals
    • 4.4 Creating Sprite State and Flip State
    • 4.5 Attaching the AI Finite State Machine
    • 4.6 Setting the AI Type
    • 4.7 Designing the State Machine
    • 4.8 Important AI Nodes
  5. Following a Target
    • 5.1 Creating Player and Mouse Targets
    • 5.2 Creating the Follow State
    • 5.3 Using the Follow Target Node
  6. testing the AI
  7. Implementing Damage
    • 7.1 Enabling Damage Detection
    • 7.2 Setting Player's Layer
    • 7.3 Configuring Box Collider 2D
    • 7.4 Adding Pushback Ability
    • 7.5 Flashing Player Sprite on Damage
    • 7.6 Adding Health Component
  8. Conclusion
  9. Resources
  10. FAQ

🤖 Creating Basic AI with Flair Engine

In this Tutorial, we will explore the process of creating basic AI using the Flair Engine. The engine features two types of AI systems: Behavior Tree and Finite State Machine. Each system has its strengths and should be chosen based on the complexity of the AI required. We will focus on the AI Finite State Machine for these tutorials.

Types of AI Systems

🌲 Behavior Tree: Ideal for complex AI scenarios, the Behavior Tree system offers a versatile approach to AI implementation. It consists of nodes that represent tasks or conditions and is suitable for handling intricate decision-making processes.

🔄 Finite State Machine: The Finite State Machine is perfect for basic AI with a small number of states. This system utilizes nodes to represent different states and allows AI to transition between them based on predefined conditions.

Choosing the Right AI System

Before diving into AI development, it is crucial to understand which system best suits your needs. If your AI requirements involve complexity and advanced decision-making, the Behavior Tree should be your first choice. However, if your AI is relatively simple and has a limited number of states, the Finite State Machine offers an efficient solution.

Creating a Basic Enemy Bot

To demonstrate the capabilities of the Flair Engine, let's create a basic enemy bot. Follow the steps below to set up the AI for the bot:

  1. Set up the Sprite Engine: Attach the Sprite Engine component to an empty Game object and add idle and walking sprites.

  2. Add Velocity and Ground Signals: Implement the necessary signals for controlling the bot's movement, such as velocity and ground detection.

  3. Create Sprite States: Define the sprite states for the bot, such as idle and walking. Configure the standard flip state for animation.

  4. Attach the AI Finite State Machine: Add the AI Finite State Machine component to the bot. Choose the appropriate AI type based on the requirements.

  5. Design the State Machine: Access the States tab in the AI component to design the state machine. This tab allows you to create and manage different states for the AI.

  6. Important AI Nodes: Get familiar with key nodes like the Follow Target and Bind Target nodes. These nodes play a crucial role in AI functionality.

Following a Target

To make the AI Bot follow a target, perform the following steps:

  1. Create Player and Mouse Targets: Define two targets: one for the player's position and one for the mouse position. These targets will be used for the AI's tracking behavior.

  2. Create the Follow State: Access the States tab and create a new state called "Follow."

  3. Use the Follow Target Node: Add the Follow Target node to the Follow state and configure it to track the player or the mouse position based on your requirements.

Testing the AI

After setting up the AI bot and defining its behavior, enter play mode to observe the bot's following behavior. You can switch between player and mouse targets to test different tracking scenarios.

Implementing Damage

To add damage functionality to the game, follow these steps:

  1. Enable Damage Detection: In the AI configuration, enable damage detection to allow the AI bot to detect collisions with specific layers.

  2. Set Player's Layer: Configure the player's layer to ensure the AI bot recognizes it as a valid target for damage.

  3. Configure Box Collider 2D: Adjust the size and offset of the bot's Box Collider 2D to accurately detect collision with the player.

  4. Add Pushback Ability: Implement a pushback ability for the player to react to damage. This ability can be used to create a visual effect or handle other gameplay mechanics.

  5. Flashing Player Sprite on Damage: Set the reference to the player's sprite renderer component and configure it to flash with transparency for a specified duration when taking damage.

  6. Adding Health Component: Attach the Health component to any game object that can take damage, such as the player. Ensure each Health component has a unique name when saving data in memory.

Conclusion

In this tutorial, we explored the process of creating basic AI using the Flair Engine. We discussed the two types of AI systems available, behavior tree and finite state machine, and learned how to choose the most suitable system based on the complexity of our AI requirements. We also covered steps for creating a basic enemy bot, implementing target tracking, testing the AI behavior, and adding damage functionality. With this knowledge, you can now start building more sophisticated AI systems using the Flair Engine.

Resources

FAQ

Q: Can I create custom nodes for the AI systems in the Flair Engine? A: Yes, the Flair Engine allows users to create custom nodes in case they need specific functionality that is not yet implemented by the system.

Q: Can the AI system detect and react to collisions? A: Yes, the AI has the capability to detect collisions. Depending on the AI type, collision checks can be enabled or disabled.

Q: Can I use the Flair Engine for creating AI-controlled moving platforms? A: Yes, the Flair Engine provides a specific AI type called "Moving Platform," which is designed to work as a moving platform in the game environment.

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