Talk:Complete Roguelike Tutorial, using python+libtcod, part 6
Revision as of 12:51, 21 May 2018 by High priest of Ru (talk | contribs)
Guys, i have a little advice for AI section.
When we are setting properties of our object, we are creating wrong movement rules (which allows monsters to run into 4 directions instead of 8). Player will broke 4-dir chains later, but now i propose a little piece of code which helps the reader to make good chasing algorithm.
As you can see bellow, i am using rude algorithm instead of "round" operation as this one doesn't allow us to make proper 8-direction integer.
Instead of move toward section we should include this into our code:
def move_towards(self, target_x, target_y):
#vector from this object to the target, and distance
dx = target_x - self.x
dy = target_y - self.y
distance = math.sqrt(dx ** 2 + dy ** 2)
#this returns number based on result of div operation. then taking itsinteger.
dx = (dx / distance)
if dx > 0:
dx = 1
if dx < 0:
dx = -1
dy = (dy / distance)
if dy > 0:
dy = 1
if dy < 0:
dy = -1
dx = int(dx)
dy = int(dy)
self.move(dx, dy)
--High priest of Ru (talk) 14:48, 21 May 2018 (CEST)