Monogame 2D自上而下的敌人AI

时间:2014-12-22 10:07:23

标签: c# random artificial-intelligence monogame topdown

我正在尝试为追随玩家的自上而下的游戏创建一个简单的AI,但不会立即采取正确的方式。在他们决定采取另一个步骤之前,我的敌人必须逐步移动100像素。我把一些按照我想要的东西放在一起。它看着玩家的坐标并向它移动,但也有可能采取了不同的方向。

现在,我通过EnemyManager课程添加了多个敌人,他们很遗憾地完全跟随对方的动作。我知道这可能是因为Random函数是基于它执行的时间。我该如何解决这个问题?

我也很确定我使用的方法效率不高:

 public void decideAImovement(Vector2 heroPosition)
 {
     Random random = new Random();
     int forwardChance = 10;
     int backChance = 10;
     int leftChance = 10;
     int rightChance = 10;

     if (position.Y > heroPosition.Y)
     {
         backChance += 50;
     }
     else if (position.Y < heroPosition.Y)
     {
         forwardChance += 50;
     }
     if (position.X > heroPosition.X)
     {
         leftChance += 50;
     }
     else if (position.X < heroPosition.X)
     {
         rightChance += 50;
     }
     backChance = random.Next(backChance);
     rightChance = random.Next(rightChance);
     leftChance = random.Next(leftChance);
     forwardChance = random.Next(forwardChance);

 int vergelijkingUD,vergelijkingLR,vergelijking;
     vergelijkingUD = Math.Max(forwardChance, backChance);
     vergelijkingLR = Math.Max(leftChance, rightChance);
     vergelijking = Math.Max(vergelijkingLR, vergelijkingUD);

     if (vergelijking == vergelijkingLR) //Left Right
     {
         if (vergelijkingLR == leftChance)
         {
             state = EnemyState.walkLeft;
         }
         else
         {
             state = EnemyState.walkRight;
         }
     }
     else //Up Down
     {
         if (vergelijkingUD == backChance)
         {
             state = EnemyState.walkBack;
         }
         else
         {
             state= EnemyState.walkForward;
         }
     }
 }

 public void moveEnemy(Vector2 heroPosition)
 {
     distanceWalked += 2;
     if (distanceWalked == gridDimensions || state == EnemyState.stop)
     {
         distanceWalked = 0;
         decideAImovement(heroPosition); 
     }

     switch (state)
     {
         case EnemyState.walkRight:
             position.X += 2.0f;
             break;
         case EnemyState.walkLeft:
             position.X -= 2.0f;
             break;
         case EnemyState.walkBack:
             position.Y -= 2.0f;
             break;
         case EnemyState.walkForward:
             position.Y += 2.0f;
             break;
         case EnemyState.stop:
             break;
     }
 }

0 个答案:

没有答案