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GAME AI Last Line is designed to play in a virtual 3-D space which makes up of a 3600 pixel diameter circular ground and a 30 pixels high virtual sky. Player and enemies can move freely in all directions inside this space. The logical x-z plane is partitioned into 4 equal quadrums. Initially, all the enemies are assigned four random coordinates in four quadrums. During the actual game play, these four 2-D random coordinates becomes the virtual patrol path of every single enemies. If nothing happens, every single enemy will moving in a pattern that 25% chance the enemy jets can go randomly in all random directions, while other 75% chance the enemies are moving at the predefined virtual path and a randomly selected height. After an enemy has been killed, it can always come back to life after a certain period. This design creates a never ending game play and it is best for the time when you feel like 'killing'. Depending on a random distribution, around every 2 second, the enemy can fire upon the player. Upon firing, each enemy first bullet records player's real-time coordinates. According to this coordinates, the bullet picks a random location in a bounding box center at the current coordinate as its destination address. After eliminating a certain number of the enemy fighters, the boss will come after you to defense his lost teammates. It has better strength in term of fighting power, and better speed than the other enemy jets. The boss is inherited from the enemy data structure. For the timing constraints, the AI of the boss didn't get fully implemented. In the future, our boss should have more intelligence and more fighting power. Normally, the boss should be patrol like the other enemies do. After the player get closer to a certain distance, it can follow you and start shooting right behind you. furthermore, the boss should have more types of bullets instead of just a single bullet. |