Spielerando

An enemy that leaps at you and lands where you will be

Enemies that jump are either harmless, because they land where you were, or they cheat with a straight line through the air. A real leap has an arc with a peak you choose. Here is how to compute it so the enemy comes down on a target that keeps moving.

Why this works

A leap is a fall with a chosen top. Once the peak is picked, the time in the air is fixed no matter how far the target is, so the enemy can aim at the spot where a moving player will be, and the jump looks like real physics instead of a cheat.

When not to use it

Wrong when the player should always be able to dodge by changing direction late; a perfectly led leap is unfair. Then aim at the current position, or lead only part of the way, so a sudden turn still escapes it.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • A diagram of every state
  • 22 lines of example code with 4 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "An enemy that leaps at you and lands where you will be" (read_entry enemy-leap-lands-on-a-moving-target) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP