Getting an enemy to follow a player takes some math. I suggest to use pygame.math.Vector2
for the computation.
Calculate the Euclidean distance between the enemy (follower_x
, follower_y
) to the player (player_x
, player_y
) and the unit direction vector from the enemy to the palyer. The Unit Vector can be computed by dividing the direction vector by the distance or by normalizing (normalize()
) the direction vector:
target_vector = Vector2(player_x, player_y)
follower_vector = Vector2(follower_x, follower_y)
distance = follower_vector.distance_to(target_vector)
direction_vector = target_vector - follower_vector
if distance > 0:
direction_vector /= distance
Define an exact step_distance
and move in the direction of the sprite along the direction vector from the enemy to the player
if distance > 0:
new_follower_vector = follower_vector + direction_vector * step_distance.
Define a minimum_distance
and a maximum_distance
between the player and the enemy. The minimum distance can be 0 and the maximum distance can be very large:
minimum_distance = 0
maximum_distance = 10000
Use this minimum and maximum to restrict the movement of the enemy:
min_step = max(0, distance - maximum_distance)
max_step = distance - minimum_distance
The enemy's movement speed can be constant
VELOCITY = 5
step_distance = min(max_step, max(min_step, VELOCITY))
or smoothed with an interpolation factor:
LERP_FACTOR = 0.05
step_distance = min_step + (max_step - min_step) * LERP_FACTOR
Minimal example:
repl.it/@Rabbid76/PyGame-FollowMouseSmoothly

import pygame
VELOCITY = 5
LERP_FACTOR = 0.05
minimum_distance = 25
maximum_distance = 100
def FollowMe(pops, fpos):
target_vector = pygame.math.Vector2(*pops)
follower_vector = pygame.math.Vector2(*fpos)
new_follower_vector = pygame.math.Vector2(*fpos)
distance = follower_vector.distance_to(target_vector)
if distance > minimum_distance:
direction_vector = (target_vector - follower_vector) / distance
min_step = max(0, distance - maximum_distance)
max_step = distance - minimum_distance
#step_distance = min(max_step, max(min_step, VELOCITY))
step_distance = min_step + (max_step - min_step) * LERP_FACTOR
new_follower_vector = follower_vector + direction_vector * step_distance
return (new_follower_vector.x, new_follower_vector.y)
pygame.init()
window = pygame.display.set_mode((500, 500))
clock = pygame.time.Clock()
follower = (100, 100)
run = True
while run:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
player = pygame.mouse.get_pos()
follower = FollowMe(player, follower)
window.fill(0)
pygame.draw.circle(window, (0, 0, 255), player, 10)
pygame.draw.circle(window, (255, 0, 0), (round(follower[0]), round(follower[1])), 10)
pygame.display.flip()
pygame.quit()
exit()