| Interface | Description |
|---|---|
| FollowFlowField.FlowField<T extends com.badlogic.gdx.math.Vector<T>> |
A
FlowField defines a mapping from a location in space to a flow vector. |
| Jump.GravityComponentHandler<T extends com.badlogic.gdx.math.Vector<T>> |
A
GravityComponentHandler is aware of the axis along which the gravity acts. |
| Jump.JumpCallback |
The
JumpCallback allows you to know whether a jump is achievable and when to jump. |
| Class | Description |
|---|---|
| Alignment<T extends com.badlogic.gdx.math.Vector<T>> |
Alignment is a group behavior producing a linear acceleration that attempts to keep the owner aligned with the agents in
its immediate area defined by the given Proximity. |
| Arrive<T extends com.badlogic.gdx.math.Vector<T>> |
Arrive behavior moves the agent towards a target position. |
| BlendedSteering<T extends com.badlogic.gdx.math.Vector<T>> |
This combination behavior simply sums up all the behaviors, applies their weights, and truncates the result before returning.
|
| BlendedSteering.BehaviorAndWeight<T extends com.badlogic.gdx.math.Vector<T>> | |
| Cohesion<T extends com.badlogic.gdx.math.Vector<T>> |
Cohesion is a group behavior producing a linear acceleration that attempts to move the agent towards the center of mass
of the agents in its immediate area defined by the given Proximity. |
| CollisionAvoidance<T extends com.badlogic.gdx.math.Vector<T>> |
CollisionAvoidance behavior steers the owner to avoid obstacles lying in its path. |
| Evade<T extends com.badlogic.gdx.math.Vector<T>> |
Evade behavior is almost the same as Pursue except that the agent flees from the estimated future position of
the pursuer. |
| Face<T extends com.badlogic.gdx.math.Vector<T>> |
Face behavior makes the owner look at its target. |
| Flee<T extends com.badlogic.gdx.math.Vector<T>> |
Flee behavior does the opposite of Seek. |
| FollowFlowField<T extends com.badlogic.gdx.math.Vector<T>> |
The
FollowFlowField behavior produces a linear acceleration that tries to align the motion of the owner with the local
tangent of a flow field. |
| FollowPath<T extends com.badlogic.gdx.math.Vector<T>,P extends Path.PathParam> |
FollowPath behavior produces a linear acceleration that moves the agent along the given path. |
| Hide<T extends com.badlogic.gdx.math.Vector<T>> |
This behavior attempts to position a owner so that an obstacle is always between itself and the agent (the hunter) it's trying
to hide from.
|
| Interpose<T extends com.badlogic.gdx.math.Vector<T>> |
Interpose behavior produces a steering force that moves the owner to a point along the imaginary line connecting two
other agents. |
| Jump<T extends com.badlogic.gdx.math.Vector<T>> |
First the
Jump behavior calculates the linear velocity required to achieve the jump. |
| Jump.JumpDescriptor<T extends com.badlogic.gdx.math.Vector<T>> |
A
JumpDescriptor contains jump information like the take-off and the landing position. |
| LookWhereYouAreGoing<T extends com.badlogic.gdx.math.Vector<T>> |
The entire steering framework assumes that the direction a character is facing does not have to be its direction of motion.
|
| MatchVelocity<T extends com.badlogic.gdx.math.Vector<T>> |
This steering behavior produces a linear acceleration trying to match target's velocity.
|
| PrioritySteering<T extends com.badlogic.gdx.math.Vector<T>> |
The
PrioritySteering behavior iterates through the behaviors and returns the first non zero steering. |
| Pursue<T extends com.badlogic.gdx.math.Vector<T>> |
Pursue behavior produces a force that steers the agent towards the evader (the target). |
| RaycastObstacleAvoidance<T extends com.badlogic.gdx.math.Vector<T>> |
With the
RaycastObstacleAvoidance the moving agent (the owner) casts one or more rays out in the direction of its
motion. |
| ReachOrientation<T extends com.badlogic.gdx.math.Vector<T>> |
ReachOrientation tries to align the owner to the target. |
| Seek<T extends com.badlogic.gdx.math.Vector<T>> |
Seek behavior moves the owner towards the target position. |
| Separation<T extends com.badlogic.gdx.math.Vector<T>> |
Separation is a group behavior producing a steering acceleration repelling from the other neighbors which are the agents
in the immediate area defined by the given Proximity. |
| Wander<T extends com.badlogic.gdx.math.Vector<T>> |
Wander behavior is designed to produce a steering acceleration that will give the impression of a random walk through
the agent's environment. |