SIMPLE ENEMY BEHAVIOR TREE
Behavior Tree for a Kamikaze Enemy that blows himself up to damage the Player.
The behavior follows the following logic:
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Enemy is in Idle / Wander moving randomly within an area.
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When in Idle / Wander, If the Enemy sees the Player, it´s Alert meter will begin filling up.
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When the Alert meter is full, the Enemy Detects the Player and plays an Alert animation.
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Then, the Enemy will move towards the Player and, when in range, throw himself at the Player and blow himself up.
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The Enemy will stop any action when the Player starts an Execute.
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If the Player leaves the Combat Area, the Enemy will go back to Idle / Wander and it´s Alert meter is emptied.



COMPLEX ENEMY BEHAVIOR TREE
Behavior Tree for a evasive Enemy that flees from the Player to shoot projectiles from a distance.
The behavior follows the following logic:
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Enemy is in Idle / Wander moving randomly within an area.
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When in Idle / Wander, If the Enemy sees the Player, it´s Alert meter will begin filling up.
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When the Alert meter is full, the Enemy Detects the Player and plays an Alert animation.
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Then, the Enemy checks the distance from the Player.
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If the distance is less than 5 meters but greater than 3 meters, the Enemy will Flee in the opposite direction of the Player while avoiding obsticles.​
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If the distance is less than 3 meters, the Enemy will perform a Tail Sweep attack to get the Player away from him. Then, it will begin Fleeing.
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If the distance is greater than 5 meters but less than 8 meters, the Enemy will stop moving and spit three Projectiles that fall from the sky.​
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If the distance is greater than 8 meters, the Enemy will go back to Idle / Wander, but the Alert meter will not be empied (It will still attack when the Player gets close).
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The Enemy will stop any action when the Player starts an Execute.
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If the Player leaves the Combat Area, the Enemy will go back to Idle / Wander and it´s Alert meter is emptied.
