I'm working on a Castlevania style game.
Main problem I have is enemy AI.
Werewolf enemy - given bullet behaviour to enable left and right movement.
This works completely fine, he patrols back and forth just how I want.
I have input events that whenever the player gets within 96 pixels of the X of werewolf, the "group" that controls movements for the Werewolf is disabled. This in turn activates a second group/phase called the attack group.
During this phase, the Werewolf should instead of patrolling should be:
1) Be looking in direction/facing the player.
2) Move towards the player
3) Once he is within 32 pixels of the player, swipe at the character with a melee attack.
Step 3 I can manage no problem.
Step 1/2 I cannot figure out at all.
I've tried setting the Werewolf to "set angle towards position" (this being the X/Y of the player)
With this event he "rotates" towards the player, upside-down and whenever she jumps his angle changes, exactly what I don't want.
I've tried setting his angle to opposite of the player, but this would only work if the player never turns away from the Werewolf.
With this AI I need it contained within the Werewolf itself so I can spawn an unlimited amount of them, also they all act separate from each other and without requiring trigger blocks.
And sorry if this is hard to understand, my first post asking for help ever. I've no problem explaining other bits in more detail if required :)