Up and Down Enemy Movement using translate corona sdk

Up and Down Enemy Movement using translate corona sdk

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Up and Down Enemy Movement using translate corona sdk
Tag : android , By : user185751
Date : November 25 2020, 07:22 PM

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Enemy Boss movement AI

Tag : development , By : zac
Date : March 29 2020, 07:55 AM
Does that help Good day to all, I am trying to get an enemy boss ship to appear on screen and attack my ship and also dodge my attacks sometimes. So far I have gotten him to attack my ship but hes stays on the edge of the screen. Here is my code : , There are many ways to move an object, you can try:

Movement of enemy issue

Tag : python , By : kdietz
Date : March 29 2020, 07:55 AM
will help you I have a game im making but for some reason the enemy, when it goes down it should start going up but it doesnt. It just starts blinking. Code: , The error is in your upper boundary detection. Change
if enemyy >= 10:
if enemyy <= 10:

2d platformer enemy movement

Tag : chash , By : Sandip
Date : March 29 2020, 07:55 AM
I hope this helps . I have been researching for at least two hours on how to make an enemy character that moves left and right on a platform without falling off. I have tried out 4 different scripts and gone through 2 youtube tutorials but I just seem to be getting errors on everything. This is my first post so please notify me if i'm doing anything wrong, thank you :). , Here is a very simple solution that can help you get started.
using UnityEngine;
using System.Collections;

public class EnemyPatrol : MonoBehaviour
    Rigidbody2D enemyRigidBody2D;
    public int UnitsToMove = 5;
    public float EnemySpeed = 500;
    public bool _isFacingRight;
    private float _startPos;
    private float _endPos;

    public bool _moveRight = true;

    // Use this for initialization
    public void Awake()
         enemyRigidBody2D = GetComponent<Rigidbody2D>();
        _startPos = transform.position.x;
        _endPos = _startPos + UnitsToMove;
        _isFacingRight = transform.localScale.x > 0;

// Update is called once per frame
public void Update()

    if (_moveRight)
        enemyRigidBody2D.AddForce(Vector2.right * EnemySpeed * Time.deltaTime);
        if (!_isFacingRight)

    if (enemyRigidBody2D.position.x >= _endPos)
        _moveRight = false;

    if (!_moveRight)
        enemyRigidBody2D.AddForce(-Vector2.right * EnemySpeed * Time.deltaTime);
        if (_isFacingRight)
    if (enemyRigidBody2D.position.x <= _startPos)
        _moveRight = true;


    public void Flip()
        transform.localScale = new Vector3(-transform.localScale.x, transform.localScale.y, transform.localScale.z);
        _isFacingRight = transform.localScale.x > 0;


Pygame Simple Movement: Enemy mimicking player movement and also retracing steps

Tag : python , By : n800s
Date : March 29 2020, 07:55 AM
help you fix your problem A solution would be the putting a list as an attribute to your pac-man class. For example, self.steps=[]. The pac-man would list his coordinates so that the ghosts could track him.
Implemented into your code:
class PacMan(pygame.sprite.Sprite):
def __init__(self, x, y, radius):
    self.image = pygame.Surface([radius, radius])
    self.image.fill([250, 250, 0])
    self.rect = self.image.get_rect()
    self.rect.x = x
    self.rect.y = y
    self.queue = [-speed1, 0]
    self.direction = [-speed1, 0]
    #add some starting values
def update_steps():
    #add current position
    #delete old steps
    del self.steps[:-1]
def update_pos(steps):

Different Movement of The Enemy

Tag : development , By : Dmitry
Date : March 29 2020, 07:55 AM
hope this fix your issue , everyone for the help. I figured out how to keep my enemy moving infinitely in the manner I wanted.
let move1 = SKAction.moveToY(CGPoint: size.width * //int)

let move2 = SKAction.moveToY(CGPoint: size.width * //int)

let sequence = SKAction.sequence([move1, move2])

let repeat = SKAction.repeatForever(sequence)

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