I摘要 随着科技时代的迅猛发展,人工智能给我们的生活带来了处处便利。在计算机这个领域中,人工智能更是给游戏带来的革命性的变化。关于游戏中的怪物,从最开始的简单具有攻击能力,到能够智能判断主角的位置进行巡逻、攻击、躲避,甚至能够表现自己的喜怒哀乐,更加接近怪物应有的情绪特征。本篇论文讲述在 Unity 环境下设计与开发的一款横版闯关类 2D 教育游戏“D-Dragon”,主要论述基本功能的实现以及基于行为树与状态机的怪物 NPC 智能化战斗。关键词 教育游戏,行为树,状态机,NPC 智能战斗IIABSTRACT With the rapid development of science and technology era, artificial intelligence has brought convenience to our life everywhere. In the field of computer, artificial intelligence is a revolutionary change to the game. As for the monsters in the game, they have attacking ability at the beginning, patrol, attack, evade the position of the protagonist intelligently, and even express their joy, anger and sorrow, which is closer to the monster's emotional characteristics. This paper describes a horizontal version of D-Dragon, which is designed and developed in Unity environment. It mainly discusses the realization of basic functions and the intelligent battle of NPC based on behavior tree and state machine.KEY WORDS Educational Game, Behavior Tree, Finite State Machine, NPC AIIII目录前 言..................................................................1第一章 绪 论...........................................................21.1 开发背景...........................................................21.2 研究意义...........................................................2第二章 项目概述........................................................32.1 开发工具...........................................................32.1.1 Unity3D 简介......................................................32.1.2 VisualStudio 简介................................................32.2. 开发环境.......