Creating chicken pathfinding AI - Movement between coops tutorial
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FarmCoder_Ben
Posted on July 25, 2025 • Intermediate
🐔 Need help with chicken pathfinding code!
Hey everyone! I’m working on a farm simulation game and I’m having trouble with the chicken AI. Here’s what I want them to do:
- Chickens should walk to the left until they hit a coop
- Then turn around and walk right until they hit another coop
- Keep repeating this pattern back and forth
- Currently they get stuck or don’t move properly
I don’t really know pathfinding code and could use some help making this work smoothly! 🐓
Project: Farm Simulation with Chicken AI
AIPathfinder_Sarah
Replied 35 minutes later • ⭐ Best Answer
Great question @FarmCoder_Ben! I can see the issue with your chicken movement. Let me help you create a proper pathfinding system:
🧠 Understanding the Problem
The issue is in the movement logic - here’s what’s happening vs. what should happen:
🚀 Solution 1: Proper State Management
First, let’s set up proper direction tracking:
// Chicken sprite - Initialize when flag clicked set [Direction v] to [right] set [Speed v] to [2] set [State v] to [moving] forever if <(State) = [moving]> then move chicken end end // Custom block: move chicken define move chicken if <(Direction) = [right]> then change x by (Speed) else change x by (0 - (Speed)) end check for collision
🎯 Solution 2: Smart Collision Detection
The key is proper collision handling with distance checking:
// Custom block: check for collision define check for collision if <touching color [#8B4513]?> then // Brown coop color // Move away from the coop first if <(Direction) = [right]> then change x by [-10] // Step back set [Direction v] to [left] else change x by [10] // Step back set [Direction v] to [right] end // Add a small delay to prevent immediate re-collision set [State v] to [turning] wait [0.2] seconds set [State v] to [moving] end
⚡ Solution 3: Advanced Pathfinding System
For more sophisticated movement with multiple coops:
// Enhanced chicken AI when I start as a clone set [Chicken ID v] to (Chicken Counter) set [Target Coop v] to [1] set [Direction v] to [right] set [Moving v] to [1] forever if <(Moving) = [1]> then // Move towards target if <(Direction) = [right]> then change x by [2] else change x by [-2] end // Check if reached target coop if <(distance to [Coop v]) < [30]> then find next target turn around end end end // Custom block: find next target define find next target if <(Target Coop) = [1]> then set [Target Coop v] to [2] else set [Target Coop v] to [1] end // Custom block: turn around define turn around set [Moving v] to [0] wait [0.5] seconds // Pause at coop if <(Direction) = [right]> then set [Direction v] to [left] else set [Direction v] to [right] end set [Moving v] to [1]
🔧 Solution 4: Distance-Based Movement
Use distance calculations for smoother pathfinding:
// Distance-based pathfinding define move to target set [Target X v] to (x position of [Coop v]) set [Distance v] to ((Target X) - (x position)) if <(Distance) > [5]> then // Move towards target if <(Distance) > [0]> then change x by [2] // Move right else change x by [-2] // Move left end else // Reached target, switch to next coop broadcast [Switch Target v] end
🎨 Solution 5: Visual Debugging
Add visual indicators to debug the pathfinding:
// Debug visualization when flag clicked forever clear // Draw path line pen down set pen color to [red] go to x: (x position of [Chicken v]) y: (y position of [Chicken v]) go to x: (x position of [Target Coop v]) y: (y position of [Target Coop v]) pen up // Show direction arrow go to [Chicken v] if <(Direction of [Chicken v]) = [right]> then say [→] for [0.1] seconds else say [←] for [0.1] seconds end end
💡 Pro Tips for Chicken AI
- 🎯 Use states: moving, turning, paused, feeding
- ⏱️ Add delays: Prevent rapid direction changes
- 📏 Distance checks: More reliable than color collision
- 🔄 Smooth transitions: Gradual speed changes
- 🎲 Add randomness: Vary pause times for realism
This should give you smooth, realistic chicken movement between coops! 🐓✨
FarmCoder_Ben
Replied 1 hour later
@AIPathfinder_Sarah This is absolutely amazing! 🤩
I implemented the state management system and the collision detection fix - my chickens are now moving perfectly between coops! The visual debugging was super helpful for understanding what was going wrong.
One question: How would I add multiple types of chickens with different speeds and behaviors?
GameDesigner_Maya
Replied 2 hours later
@FarmCoder_Ben Great follow-up question! Here’s how to create different chicken types:
// Chicken variety system when I start as a clone set [Chicken Type v] to (pick random [1] to [3]) if <(Chicken Type) = [1]> then // Fast chicken set [Speed v] to [3] set [Color v] to [white] set [Pause Time v] to [0.5] else if <(Chicken Type) = [2]> then // Slow chicken set [Speed v] to [1] set [Color v] to [brown] set [Pause Time v] to [2] else // Normal chicken set [Speed v] to [2] set [Color v] to [red] set [Pause Time v] to [1] end end
You can also add unique behaviors like wandering, feeding, or following the player! 🐔
Vibelf_Community
Pinned Message • Moderator
🚀 Master AI and Pathfinding!
Excellent discussion on AI movement systems! For developers looking to create even more sophisticated AI behaviors, our community can help with:
- 🧠 Advanced pathfinding algorithms (A*, Dijkstra)
- 🎯 Behavior trees and state machines
- 🤖 Complex NPC interactions
- 🎮 Multiplayer AI synchronization
📚 Related Topics
- How to create smart enemy AI?
- Building complex behavior systems
- Optimizing AI performance in large games
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