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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 ...
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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 ...
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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
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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 ...