我的目标是将一个“怪物”(mX,mY
)在2D网格中向玩家(pX,pY
)移动。怪物可以朝着8个不同的方向移动。
我已经有了这方面的工作代码,但我对Python非常陌生。我强烈感觉到我的代码很糟糕,并且有更快的方法可以做到这一点。
我通过在怪物位置周围创建一个3 x 3的数组(数组位置4),并将其填充为该数组位置到玩家的距离来完成此操作。然后,我检查是否有任何低于怪物当前距离的,如果是,则将怪物移动到该位置。
这是我当前的代码。如果让你感到恶心,请原谅,我还在学习中。
# get the distance between the monster and player
dist = math.hypot(pX - mX, pY - mY)
if dist > 1.5 and dist < 10:
# make an 'array' grid to store updated distances in
goto = np.full((3, 3), 10, dtype=float)
# if each position in the array passes a
# collision check, add each new distance
if collisionCheck(mID, (mX-1), (mY-1), mMap) == 0:
goto[0][0] = round(math.hypot(pX - (mX-1), pY - (mY-1)), 1)
if collisionCheck(mID, mX, (mY-1), mMap) == 0:
goto[0][1] = round(math.hypot(pX - mX, pY - (mY-1)), 1)
if collisionCheck(mID, (mX+1), (mY-1), mMap) == 0:
goto[0][2] = round(math.hypot(pX - (mX+1), pY - (mY-1)), 1)
if main.collisionCheck(mID, (mX-1), mY, mMap) == 0:
goto[1][0] = round(math.hypot(pX - (mX-1), pY - mY), 1)
# goto[1][1] is skipped since that is the monsters current position
if collisionCheck(mID, (mX+1), mY, mMap) == 0:
goto[1][2] = round(math.hypot(pX - (mX+1), pY - mY), 1)
if collisionCheck(mID, (mX-1), (mY+1), mMap) == 0:
goto[2][0] = round(math.hypot(pX - (mX-1), pY - (mY+1)), 1)
if collisionCheck(mID, mX, (mY+1), mMap) == 0:
goto[2][1] = round(math.hypot(pX - mX, pY - (mY+1)), 1)
if collisionCheck(mID, (mX+1), (mY+1), mMap) == 0:
goto[2][2] = round(math.hypot(pX - (mX+1), pY - (mY+1)), 1)
# get the lowest distance, and its key
lowest = goto.min()
lowestKey = goto.argmin()
# if the lowest distance is lower than monsters current position, move
if lowest < dist:
if lowestKey == 0:
newX = mX - 1
newY = mY - 1
if lowestKey == 1:
newY = mY - 1
if lowestKey == 2:
newX = mX + 1
newY = mY - 1
if lowestKey == 3:
newX = mX - 1
if lowestKey == 5:
newX = mX + 1
if lowestKey == 6:
newY = mY + 1
newX = mX - 1
if lowestKey == 7:
newY = mY + 1
if lowestKey == 8:
newX = mX + 1
newY = mY + 1
最干净、最简单、最快的方式是什么?这将一次循环多个怪物!
编辑:添加了collisionCheck()
:
def collisionCheck(mobID, newX, newY, mapName):
blocked = 0
if mobs.mobPos_arr[mapName][newX,newY] > -1:
blocked = 1
if mapCollision_arr[mapName][newX,newY] > 0:
blocked = 1
return int(blocked)