微信公众号搜"智元新知"关注
微信扫一扫可直接关注哦!

艾动求

如何解决艾动求

您如何制作可以找到通往玩家的最佳路线的东西,而无需按照玩家的步骤进行操作。到目前为止,这是我的代码

玩家等级:

class Player(pg.sprite.Sprite):
def __init__(self):
    self.groups = all_sprites
    pg.sprite.Sprite.__init__(self,self.groups)
    self.image = pg.Surface((Player_SIZE,Player_SIZE))
    self.image.fill(BLUE)
    self.rect = self.image.get_rect()
    self.pos = vec(randint(0,WIDTH),randint(0,HEIGHT))
    self.vel = vec(MAX_SPEED,0).rotate(uniform(0,360))
    self.acc = vec(0,0)
    self.rect.center = self.pos

def follow_mouse(self):
    mpos = pg.mouse.get_pos()
    self.acc = (mpos - self.pos).normalize() * 0.5

def seek(self,target):
    self.desired = (target - self.pos).normalize() * MAX_SPEED
    steer = (self.desired - self.vel)
    if steer.length() > MAX_FORCE:
        steer.scale_to_length(MAX_FORCE)
    return steer

def seek_with_approach(self,target):
    self.desired = (target - self.pos)
    dist = self.desired.length()
    self.desired.normalize_ip()
    if dist < APPROACH_RADIUS:
        self.desired *= dist / APPROACH_RADIUS * MAX_SPEED
    else:
        self.desired *= MAX_SPEED
    steer = (self.desired - self.vel)
    if steer.length() > MAX_FORCE:
        steer.scale_to_length(MAX_FORCE)
    return steer

def update(self):
    # self.follow_mouse()
    self.acc = self.seek_with_approach(pg.mouse.get_pos())
    # equations of motion
    self.vel += self.acc
    if self.vel.length() > MAX_SPEED:
        self.vel.scale_to_length(MAX_SPEED)
    self.pos += self.vel
    if self.pos.x > WIDTH:
        self.pos.x = 0
    if self.pos.x < 0:
        self.pos.x = WIDTH
    if self.pos.y > HEIGHT:
        self.pos.y = 0
    if self.pos.y < 0:
        self.pos.y = HEIGHT
    self.rect.center = self.pos

敌人等级:

class Enemy(pg.sprite.Sprite):
def __init__(self):
    self.groups = all_sprites
    pg.sprite.Sprite.__init__(self,Player_SIZE))
    self.image.fill(RED)
    self.rect = self.image.get_rect()
    self.pos = vec(randint(0,HEIGHT))
    self.vel = vec(MAX_SPEED1,0)
    self.rect.center = self.pos

def follow_player1(self):
    ppos = Player()
    self.acc = (ppos - self.pos).normalize() * 0.5

def seek1(self,target):
    self.desired = (Player() - self.pos).normalize() * MAX_SPEED1
    steer = (self.desired - self.vel)
    if steer.length() > MAX_FORCE1:
        steer.scale_to_length(MAX_FORCE1)
    return steer

def seek_with_approach1(self,target):
    self.desired = (Player() - self.pos)
    dist = self.desired.length()
    self.desired.normalize_ip()
    if dist < APPROACH_RADIUS:
        self.desired *= dist / APPROACH_RADIUS * MAX_SPEED1
    else:
        self.desired *= MAX_SPEED1
    steer = (self.desired - self.vel)
    if steer.length() > MAX_FORCE1:
        steer.scale_to_length(MAX_FORCE1)
    return steer

def update1(self):
    # self.follow_mouse()
   
    # equations of motion
    self.vel += self.acc
    if self.vel.length() > MAX_SPEED1:
        self.vel.scale_to_length(MAX_SPEED1)
    self.pos += self.vel
    if self.pos.x > WIDTH:
        self.pos.x = 0
    if self.pos.x < 0:
        self.pos.x = WIDTH
    if self.pos.y > HEIGHT:
        self.pos.y = 0
    if self.pos.y < 0:
        self.pos.y = HEIGHT
    self.rect.center = self.pos

缩进没有问题,我只是在此处导入时遇到问题。 如果有人能告诉我如何让 ai(敌人)进入玩家,我真的很感谢你。

版权声明:本文内容由互联网用户自发贡献,该文观点与技术仅代表作者本人。本站仅提供信息存储空间服务,不拥有所有权,不承担相关法律责任。如发现本站有涉嫌侵权/违法违规的内容, 请发送邮件至 dio@foxmail.com 举报,一经查实,本站将立刻删除。