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GML Behavior Tree

The classic Behavior Tree to GMS 2.3+

How our nodes works

Composites

A composite is a node that can have more than one child. They will process one or more of them children.

Name Description
Sequence Process each child and when that return Success Process the next one
Selector Process each child, but only process the next if this actual returns Failure

Decorators

A decorator is a node that can have only one child. They will process this child and transform the received status

Name Description
Succeeder Process the child and always return Success
Inverter Process the child and invert the received Status

Leafs

A leaf node is a node that will process the behavior. This need to return one of the BTStates enum.

You can see details about how to create behaviors in example.md

Root

The Root node is a custom node that will start our tree. Is responsible by startup the tree, init our Blackboard and some other configs.

References