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About Nodes

Nodes are divided into composite and leaf nodes. Composite nodes usually do not do much themselves without children nodes, while leaf nodes are the ones that actually do interesting things in the game world, such as moving our entities around, triggering animations, decrementing health, etc.

This implementation uses special script nodes which would refer to adapter scripts that should be attached to the control entity. These nodes could be composite or leaf, depending on the script, but they are most often leaf nodes.

  • Sequence <seq> - Composite node that would check children nodes in order and would return 'failure' status as soon as one of the children nodes returns 'failure' status.
  • Selector <sel> - Composite node that would check children nodes in order and would return 'success' status as soon as one of the children nodes returns 'success' status.
  • Leaf Node Blackboard Setter <set> - Leaf node that would set the value of the blackboard key to the provided value. It would always return 'success' status.
  • Scripted Nodes <s:...> - This is the whole class of leaf nodes that are implemented as scripts. Prefix s: is followed by the name of the script that should be attached to control entity.