我的目标是将2d网格中的“怪物”(mX,mY)移向玩家(pX,pY).怪物可以在8个不同的方向移动.
我有这方面的代码,但我对Python很新.我强烈倾向于我的代码很糟糕,而且有更快的方法可以做到这一点.
我这样做是通过在怪物的位置(阵列槽4)周围创建一个3 x 3阵列,然后填充从阵列位置到玩家的距离.然后我检查是否有低于怪物的当前距离,如果是,将怪物移动到它.
这是我目前的代码.道歉,如果它让你呕吐,我还在学习绳索.
# 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
做我现在做的最干净,最简单,最快捷的方法是什么?这将立即循环通过许多怪物!
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)
最佳答案 您可以使用阵列广播一次计算潜在的新位置:
delta = np.arange(-1, 2)
move = np.stack([np.repeat(delta, 3), np.tile(delta, 3)], axis=1)
# Assuming that m_pos.shape is (N: number of monsters, 2).
options = m_pos[:, None, :] + move # Shape (N, 9, 2).
# Collision check.
zip_pos = tuple(zip(*options.reshape(-1, 2)))
check_1 = mobs.mobPos_arr[mapName][zip_pos] > -1
check_2 = mapCollision_arr[mapName][zip_pos] > 0
valid = ~(check_1 | check_2).reshape(-1, 9)
# Now compute distance.
distance = np.linalg.norm(p_pos - options, axis=-1)
# Incorporate whether moves are valid.
valid_distance = np.where(valid, distance, np.inf)
# Select the best move (the one with smallest valid distance).
best = np.argmin(valid_distance, axis=-1)
# Select new positions from the options, based on best move estimation.
new_pos = options[np.arange(len(options)), best]