我目前正在开发我的第一款Android游戏,我第一次创建了一个*路径查找算法。这是一场2D游戏。我创建了一个包含这个算法的敌人(即每帧运行一次),它将性能从60fps减慢到1-2 fps。显然有些事情是非常错误的,我尝试在线寻找解决方案但尚未找到答案。以下是我的寻路课程:
package com.frog8fly.nunca;
import com.badlogic.gdx.utils.Array;
import java.util.Comparator;
public class Pathfinding {
private static Node[][] grid;
private static NodeComparator nodeComparator;
static{
nodeComparator = new NodeComparator();
}
public static class NodeComparator implements Comparator<Node> {
@Override
public int compare(Node node1, Node node2) {
if(node1.F > node2.F){
return 1;
}
else if(node1.F < node2.F){
return -1;
}
else{
return 0;
}
}
}
public static Array<Node> findPath(Node start, Node finish, Node[][] _grid) {
Array<Node> path = new Array<Node>();
Array<Node> openList = new Array<Node>();
Array<Node> closedList = new Array<Node>();
grid = _grid;
Node currentNode = start;
currentNode.parent = null;
currentNode.G = 0;
currentNode.H = getHeuristic(currentNode, finish);
openList.add(currentNode);
System.out.println("PATHFINDING STARTED ||| startPos : " + start.position + " finishPos : " + finish.position);
while (openList.size > 0) {
//Sorts open nodes lowest F value to heighest
openList.sort(nodeComparator);
currentNode = openList.first();
//If path is found, return
if (currentNode == finish) {
System.out.println("PATH FOUND...RETURNING -gat5");
return constructPath(currentNode);
}
openList.removeValue(currentNode, true);
closedList.add(currentNode);
int counter = 0;
for (Node neighbor : getNeighbors(currentNode)) {
if (!closedList.contains(neighbor, true)) { //If neighbor not in closed list
if(neighbor != null) { //If neighbor not wall
if(counter == 4){
counter++;
}
int movementCost = checkMovementCost(counter);
if (openList.contains(neighbor, true)) {
if (currentNode.G + movementCost < neighbor.G) {
neighbor.parent = currentNode;
}
} else {
openList.add(neighbor);
neighbor.parent = currentNode;
neighbor.H = getHeuristic(currentNode, finish);
neighbor.G = neighbor.parent.G + movementCost;
}
counter++;
}
}
}
}
System.out.println("NO PATH FOUND RETURNING...");
path.add(start);
return path;
}
private static int checkMovementCost(int neighbor) {
int movementCost = 0;
switch (neighbor) {
//Diagonal
case 0:
case 2:
case 6:
case 8:
movementCost = 16;
break;
//Not Diagonal
case 1:
case 3:
case 5:
case 7:
movementCost = 10;
break;
}
return movementCost;
}
public static Array<Node> constructPath(Node finish) {
Array<Node> pathNodes = new Array<Node>();
Node currentNode = finish;
pathNodes.add(currentNode);
while (currentNode.parent != null) {
currentNode = currentNode.parent;
pathNodes.add(currentNode);
System.out.println("Anotha");
}
pathNodes.reverse();
return pathNodes;
}
private static float getHeuristic(Node start, Node finish){
int H = 0;
System.out.println(start.position);
System.out.println(finish.position);
H += Math.abs(start.position.x - finish.position.x);
H += Math.abs(start.position.y - finish.position.y);
return H;
}
private static Array<Node> getNeighbors(Node node){
Array<Node> neighbors = new Array<Node>();
int x = (int)node.position.x;
int y = (int)node.position.y;
if(x - 1 > 0 && x - 1 < grid.length && y + 1 < grid.length && y + 1 > 0){
neighbors.add(grid[x - 1][y + 1]);
}
else{
neighbors.add(null);
}
if(x > 0 && x < grid.length && y + 1 < grid.length && y + 1 > 0){
neighbors.add(grid[x][y + 1]);
}
else{
neighbors.add(null);
}
if(x + 1 > 0 && x + 1 < grid.length && y + 1 < grid.length && y + 1 > 0){
neighbors.add(grid[x + 1][y + 1]);
}
else{
neighbors.add(null);
}
if(x - 1 > 0 && x - 1 < grid.length && y < grid.length && y > 0){
neighbors.add(grid[x - 1][y]);
}
else{
neighbors.add(null);
}
if(x > 0 && x < grid.length && y < grid.length && y > 0){
neighbors.add(grid[x][y]);
}
else{
neighbors.add(null);
}
if(x + 1 > 0 && x + 1 < grid.length && y < grid.length && y > 0){
neighbors.add(grid[x + 1][y]);
}
else{
neighbors.add(null);
}
if(x - 1 > 0 && x - 1 < grid.length && y - 1 < grid.length && y - 1> 0){
neighbors.add(grid[x - 1][y - 1]);
}
else{
neighbors.add(null);
}
if(x > 0 && x < grid.length && y - 1 < grid.length && y - 1 > 0){
neighbors.add(grid[x][y - 1]);
}
else{
neighbors.add(null);
}
if(x + 1 > 0 && x + 1 < grid.length && y - 1 < grid.length && y - 1 > 0){
neighbors.add(grid[x + 1][y - 1]);
}
else{
neighbors.add(null);
}
for(Node nodee : neighbors){
if(node.position != null){
}
}
return neighbors;
}
}
我的Node类:
package com.frog8fly.nunca;
import com.badlogic.gdx.math.Vector2;
public class Node{
public Node parent;
public Vector2 position;
public float G, H, F;
public Node(Vector2 position){
this.position = position;
this.position.x = (int)Math.floor(this.position.x);
this.position.y = (int)Math.floor(this.position.y);
}
}
答案 0 :(得分:0)
你的启发式功能是错误的。我相信你想要:
H += Math.abs(start.position.x - finish.position.x);
H += Math.abs(start.position.y - finish.position.y);
具有不正确的启发式技术肯定会使A *搜索速度变慢,因为它基本上将其缩小到广度优先搜索。