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Testing TCastleBehavior for creatures

Test creature AI implemented by behaviors:

  • TCastleMoveAttack - move towards the player and attack when close enough.
  • TCastleLiving - manage life (hit points), for both enemies and player.

See behaviors about using behaviors and implementing your own.

Note: This example runs much faster in the Release mode (when optimizations are enabled). In Debug mode, the FPS is noticeably much slower. This is true of all CGE applications, but it's especially noticeable here. See how to optimize your applications.

More: See example of a full game, using TCastleMoveAttack, engine editor, Sketchfab, Blender (examples/3d_games/dungeons_and_skeletons_fight).

Screenshots

Playing at design-time

Building

Using Castle Game Engine.

Compile by:

  • CGE editor. Just use menu items "Compile" or "Compile And Run".

  • Or use CGE command-line build tool. Run castle-engine compile in this directory.

  • Or use Lazarus. Open in Lazarus creature_behaviors_standalone.lpi file and compile / run from Lazarus. Make sure to first register CGE Lazarus packages.

  • Or use Delphi. Open in Delphi creature_behaviors_standalone.dproj file and compile / run from Delphi. See CGE and Delphi documentation for details.