Again, this works great. Thanks!
Casey Duncan wrote:
Actually if you use tile coordinates you shouldn't need to detect this
ahead of time. Typically an "attack" is the same command as a move
except that the destination square is occupied. So, you can just make
it so that when the monster attempts to move into the ninja's square,
it attacks the ninja. If the ninja survives, the monster stays in the
starting square, but if he (or she ;^) dies then the monster might
move into the now dead ninja's square to do a little victory dance or
something 8^)
-Casey
On Apr 28, 2007, at 2:27 PM, Samuel Mankins wrote:
Thanks, this works great!
They do have a little trouble with obstacles, but I think I can fix
that. What I want to do now is detect when the Ninja is within a
block size of the monster, so it can stop and attack... Any ideas?
Thanks!
Casey Duncan wrote:
I think it would be easier to understand this if instead of
assigning the direction as an arbitrary number, you instead had
separate x and y directions, which could each have only the values
-1, 0, or 1.
A naive directional algorithm (which assumes no obstacles between
the monster and the ninja) could be something like:
monster.x_dir = cmp(ninja.x, monster.x)
monster.y_dir = cmp(ninja.y, monster.y)
That avoids all of the if/elif messiness entirely, and would
probably simplify the update logic that actually moves the monster
sprite as well. Also rather than using the rect x and y, which ties
the algorithm to the vagaries of where the sprites are drawn, the
x/y values above could be tile coordinates. This means it would work
correctly even if you change the orientation of the tiles (e.g., use
an isometric layout).
FWIW, I think the bug might be fixed by changing the second 'if' to
an 'elif', but I think it would be more worthwhile to
simplify/abstract out the approach.
hth,
-Casey
On Apr 27, 2007, at 9:53 AM, Samuel Mankins wrote:
I'm working on a sort of RPG/Roguelike game, and right now I'm have
problems with the monster's AI. It works just fine if the Ninja
(The player) is above, below, or to the left of the monster, but if
it's tot he right, the monster just goes up or down, but not right.
Here's the directional code, are there any problems people can see?
(For the monster's direction, 1 = right, 2 = up, 3 = left, and 4 =
down)
if self.ninja.rect.x < monster.rect.x and monster.rect.x -
self.ninja.rect.x > monster.rect.y - self.ninja.rect.y:
monster.direction = 1
elif self.ninja.rect.x > monster.rect.x and monster.rect.x -
self.ninja.rect.x > monster.rect.y - self.ninja.rect.y:
monster.direction = 3
if self.ninja.rect.y < monster.rect.y and monster.rect.y -
self.ninja.rect.y > monster.rect.x - self.ninja.rect.x:
monster.direction = 2
elif self.ninja.rect.y > monster.rect.y and monster.rect.y -
self.ninja.rect.y > monster.rect.x - self.ninja.rect.x:
monster.direction = 4
elif self.ninja.rect.y < monster.rect.y and monster.rect.x
== self.ninja.rect.x:
monster.direction = 2
elif self.ninja.rect.y > monster.rect.y and monster.rect.x
== self.ninja.rect.x:
monster.direction = 4
elif self.ninja.rect.x < monster.rect.x and
self.ninja.rect.y == monster.rect.y:
monster.direction = 1
elif self.ninja.rect.x > monster.rect.x and
self.ninja.rect.y == monster.rect.y:
monster.direction = 3
If you can't see anything, thanks anyway!