This method will cancel movement to a destination, if it is active, and the agent will smoothly come to a halt.
local displays = GetDisplays();
--Create a window
local window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[1], WINDOW_CENTER | WINDOW_TITLEBAR)
--Create a framebuffer
local framebuffer = CreateFramebuffer(window)
--Create a world
local world = CreateWorld()
--Create a camera
local camera = CreateCamera(world)
camera:SetFov(70)
camera:SetClearColor(0.125)
camera:SetPosition(Vec3(0, 3, -6))
camera:SetRotation(Vec3(35, 0, 0))
--Create light
local light = CreateBoxLight(world)
light:SetRange(-20, 20)
light:SetArea(20, 20)
light:SetRotation(35, 35, 0)
light:SetColor(3, 3, 3)
--Create scene
local ground = CreateBox(world, 10, 1, 10)
ground:SetPosition(Vec3(0, -0.5, 0))
ground:SetColor(0, 1, 0)
local wall = CreateBox(world, 1, 2, 4)
--Create navmesh
local navmesh = CreateNavMesh(world, 5, 4, 4)
navmesh:Build()
--Create player
local player = CreateCylinder(world, 0.4, 1.8)
player:SetNavObstacle(false)
player:SetColor(0, 0, 1)
local agent = CreateNavAgent(navmesh)
player:Attach(agent)
agent:SetPosition(-2,1,0)
--Main loop
while not window:Closed() and not window:KeyDown(KEY_ESCAPE) do
navmesh:SetDebugging(window:KeyDown(KEY_D))
if window:MouseHit(MOUSE_LEFT) then
local mousepos = window:GetMousePosition()
local rayinfo = camera:Pick(framebuffer, mousepos.x, mousepos.y)
if rayinfo.success then
agent:Navigate(rayinfo.position)
end
end
if window:KeyHit(KEY_SPACE) then
agent:Stop()
end
world:Update()
world:Render(framebuffer)
end