mirror of
https://github.com/flame-engine/flame.git
synced 2025-10-31 00:48:47 +08:00
- behavior_tree@0.1.3+1 - flame@1.25.0 - flame_3d@0.1.0-dev.6 - flame_audio@2.11.0 - flame_behavior_tree@0.1.3+6 - flame_bloc@1.12.7 - flame_fire_atlas@1.8.1 - flame_forge2d@0.18.2+6 - flame_isolate@0.6.2+6 - flame_kenney_xml@0.1.1+6 - flame_lint@1.2.2 - flame_lottie@0.4.2+6 - flame_markdown@0.2.3+2 - flame_noise@0.3.2+6 - flame_oxygen@0.2.3+6 - flame_rive@1.10.9 - flame_splash_screen@0.3.1+1 - flame_sprite_fusion@0.1.3+6 - flame_svg@1.11.6 - flame_test@1.18.0 - flame_texturepacker@4.1.6 - flame_tiled@2.0.1 - flame_spine@0.2.2+6 - flame_console@0.1.2+2 - flame_riverpod@5.4.9 - flame_network_assets@0.3.3+6
This package provides a simple and easy to use behavior tree API in pure dart.
Behavior tree is a very common way of implementing AI behavior in game and robotics. Using this, you can break-down a complex behavior of an in game AI, into multiple smaller nodes.
Features
- Nodes
- Composite
- Sequence: Continues execution until one of the children fails.
- Selector: Continues execution until one of the children succeeds.
- Decorator
- Inverter: Flips the status of the child node.
- Limiter: Limits the number of ticks for child node.
- Task
- Task: Executes a given callback when ticked.
- AsyncTask: Executes an async callback when ticked.
- Condition: Checks a condition when ticked.
- Composite
Getting started
Add this package to your dart project using,
dart pub add behavior_tree
Usage
- Create a behavior tree.
final treeRoot = Sequence(
children: [
Condition(() => isHungry),
Task(() => goToShop()),
Task(() => buyFood()),
Task(() => goToHome()),
Task(() => eatFood()),
]
);
- Tick the root node to update the tree.
final treeRoot = ...;
treeRoot.tick();