By David Cassady

This merchandise is a brilliant asset to any players assortment. With nice element and counsel, i'd suggest it to any FFVII Gamer.

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Following the AI path In the game, we will need the soldiers to follow the path we draw for them as well as the enemy soldiers to find their own path. Let us first see how path following is done. The soldier class (CustomIsometricCharacter) is already wired to move in the direction specified by its facing property if its walking property is true. For following a path, we set the walking property to true, find the next destination from its path array, find the new facing value by comparing the current position and destination.

Length-1) { //outside of tile area return; } trace(levelData[tileY][tileX]); } [ 19 ] Our Capture the Flag Game Use RenderTexture wherever possible for efficient resource management as well as performance boost. There is an additional method called RenderTexture. drawBundled, which can further speed things up considerably. We will be using this function a lot for our screen update. Tools of the trade We have successfully created our level scene based on a level data 2D array. There are different tools which we may need or which may help us to speed up our development.

Our two - dimensional top-down coordinates for a tile can be called Cartesian coordinates. The relationship between Cartesian and isometric coordinates is shown in the following code: //Cartesian to isometric: x_Iso = x_Cart - y_Cart; y_Iso = ( x_Cart + y_Cart ) / 2; //Isometric to Cartesian: x_Cart = ( 2 * y_Iso + x_Iso ) / 2; y_Cart = ( 2 * y_Iso – x_Iso ) / 2; Now that is very simple isn't it? We will use an IsoHelper class for this conversion where we can pass through a point and get back to the converted point.

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