Re: [pygame] AI bug

2007-04-29 Thread Samuel Mankins
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 attem

Re: [pygame] AI bug

2007-04-28 Thread Casey Duncan
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 th

Re: [pygame] AI bug

2007-04-28 Thread Samuel Mankins
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

Re: [pygame] AI bug

2007-04-27 Thread Casey Duncan
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 n

[pygame] AI bug

2007-04-27 Thread Samuel Mankins
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