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Dog fighting, as in two planes shooting at each other?

The players plane could move using arrows or wasd, let it move freely all over the screen.
An enemy plane would chase the player;

chaseTime = distance between the two planes /  players max speed.

heading = a point that is the players speed * chaseTime added to the enemy planes x/y position.

And then the enemy plane should ease to the heading point.

Then you would create a pool of bullets, you don't need much, and use that pool for shooting and displaying bullets,
each bullet being marked either a player bullet or enemy bullet and collisions being handled that way, but both player and enemy reloading from the same bullet pool, it is a efficient way of handling bullets.

What about the turning and avoid being tailed?  I wanna do Ai vs Ai if possible with my player object so there will be big battles?

Like how a object would react if it was tailed or how sharp the turns will be? 

I would accomplish turning by animation only, the ai would not think about turning but rather just simple vector and point math.

Easing to a heading and then rotating the sprite to face its heading would give the effect your after.

You would only rotate the sprite towards a heading if it is a defined amount close to other planes, 
otherwise it rotates towards whatever direction it is already going.

You've given me a great idea for a simple example, I'll try to have it done by Christmas, I'm also working on releasing my whole library that I use for making games, and then also releasing an editor I made that turns art into code.