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0
votes
1answer
63 views
LibGdx : Animations not working on custom actor
I have this code for rendering a sprite, retrieved from a TextureAtlas
public class SpriteActor extends Actor {
private Sprite sprite;
public SpriteActor(TextureAtlas atlas, String spriteName) {
...
2
votes
3answers
197 views
How To Export Blender Game Logic for Controlling Actor Actions?
Question:
How does one export Game Logic ("Sensors") that Unity references for controlling actions from Blender's "Action Editor" or "Dope Sheet"?
Problem Statement:
I have a Blender model that has ...
0
votes
1answer
713 views
rotating menu with Actors in libgdx
I am intending to build a circular menu, with menu items equally distributed around the circle. When clicking on a menu item the circle should rotate so that the selected item is facing the top. I am ...
1
vote
1answer
129 views
How can I throttle certain player actions?
Background
I have a variable time step, component based game, with components that collectively hold an entity's properties and different systems that act on entities with certain required ...
5
votes
2answers
522 views
Integrating an AI state machine with actions that take more than 1 tick
Background: I'm having a problem conceptualising something which seems to be pretty fundamental. We have, what I believe to be, a traditional 'game loop', which runs at 60 fps and iterates through ...
4
votes
2answers
2k views
finite state machine used in mario like platform game
I don't understand how to use a finite state machine with the entity controlled by the player.
For example I have a Mario style game (2d platform). I can jump, run, walk, take damage, swim, etc. So ...
