游戏编程ai:缩放墙壁以找到玩家?

时间:2012-11-08 17:47:33

标签: java game-ai

我一直在研究这种人工智能方法。如果一堵墙阻挡了他通往玩家的路径,那么敌人可能会朝向每个方向基本上int。这在大多数情况下不起作用。有时敌人会经历无法穿过的裂缝。其他时候它会被卡在有明显空隙的墙上。我会附上我的代码,但如果它看起来效率太低或者没有解决问题的方法,我并不反对改变我的方法。我只是想知道这些事情是如何正常完成的,这样我就可以用更好的(和工作!)方式来实现它。

我的代码:

    public void update(ArrayList<Wall> walls, Player p){

    findPlayer(p.getX(), p.getY());

    boolean isCollision = false;
    System.out.println(isCollision);
    //if movement straight towards the player is blocked, move along the walls
    for(Wall w : walls){
        if(Helper.isBoundingBoxCollision((int)(x + vectorToPlayer.getDX() * SPEED), (int)(y + vectorToPlayer.getDY() * SPEED), width, height, w.getX(), w.getY(), w.width, w.height)){
            isCollision = true;

            if(Math.abs(vectorToPlayer.getDX()) > Math.abs(vectorToPlayer.getDY())){
                if(vectorToPlayer.getDX() > 0)
                    WALL_COLLISION = 3;
                else
                    WALL_COLLISION = 1;
            }
            else if(Math.abs(vectorToPlayer.getDX()) <     Math.abs(vectorToPlayer.getDY())){
                if(vectorToPlayer.getDY() > 0)
                    WALL_COLLISION = 0;
                else
                    WALL_COLLISION = 2;
            }

        }
    }
    //System.out.println(isCollision);
    //set the direction to the straight on vector, to be reset if there is a collision on this path
    direction = vectorToPlayer;

    if(isCollision){
        //reset the variable, don't mind that what this is named is completely opposite = PIMPIN'
        isCollision = false;

        //scale dem walls son, and see when the path is clear
        for(Wall w : walls){
            if(WALL_COLLISION == 0 && !Helper.isBoundingBoxCollision(x + SPEED, y, width, height, w.getX(), w.getY(), w.width, w.height)){
                WALL_COLLISION = 3;
                isCollision = true;
            }
            else if(WALL_COLLISION == 1 && !Helper.isBoundingBoxCollision(x, y + SPEED, width, height, w.getX(), w.getY(), w.width, w.height)){
                WALL_COLLISION--;
                isCollision = true;
            }
            else if(WALL_COLLISION == 2 && !Helper.isBoundingBoxCollision(x - SPEED, y, width, height, w.getX(), w.getY(), w.width, w.height)){
                WALL_COLLISION--;
                isCollision = true;
            }
            else if(WALL_COLLISION == 3 && !Helper.isBoundingBoxCollision(x, y - SPEED, width, height, w.getX(), w.getY(), w.width, w.height)){
                WALL_COLLISION--;
                isCollision = true;
            }
        }

        //if there is NOT a wall on the designated side, set the vector accoridingly
        if(isCollision){
            if(WALL_COLLISION == 0)
                direction = new NVector(0, 1);
            else if(WALL_COLLISION == 1)
                direction = new NVector(1, 0);
            else if(WALL_COLLISION == 2)
                direction = new NVector(0, -1);
            else if(WALL_COLLISION == 3)
                direction = new NVector(-1, 0);
        }
    }
    x += Math.round(direction.getDX()*SPEED);
    y += Math.round(direction.getDY()*SPEED);
}

1 个答案:

答案 0 :(得分:3)

您当前尝试实施的内容似乎称为转向,但通常这些事情的执行方式为Pathfinding。您决定使用哪个取决于您的应用程序。通过向目标移动来进行转向,但是如果存在障碍物则改变方向,并且不能保证到达目的地。寻路通常是通过构建一个“可步行”的航路点或区域的图形,然后使用an algorithm such as Dijkstra's来遍历它。