我有一个简单的小游戏,一个角色作为玩家,四个敌人角色。我创造了一个非常基本的AI,当玩家在附近时,它向玩家移动。这一切都运行良好,但当我添加AI-AI碰撞(使用边界框模型)时,它大大减慢了速度,并且指数越多,AI就越多。有了四个人工智能,他们的行动非常缓慢3 AI好一点。 2是完美的,1太快了。
我有以下功能来计算玩家附近的AI动作。
function updateAI() {
for (i = 0; i < aiCount; i++) {
if (aiCounterAI >= aiCount) {
aiCounterAI = 0;
}
checkArmyAIcol = armyAI[aiCounterAI][1];
checkArmyAIrow = armyAI[aiCounterAI][2];
enemySpeed = enemies[armyAI[aiCounterAI][0][0]][3];
enemyPlayerCollision = false;
if (playerBattle.xCoord - 6 <= checkArmyAIcol && playerBattle.xCoord + 6 >= checkArmyAIcol) {
if (playerBattle.yCoord - 6 <= checkArmyAIrow && playerBattle.yCoord + 6 >= checkArmyAIrow) {
if (playerBattle.x < armyAI[aiCounterAI][3] - 48) {
armyAI[aiCounterAI][3] = armyAI[aiCounterAI][3] - enemySpeed;
aiDirection = 'left';
}
if (playerBattle.x > armyAI[aiCounterAI][3] + 48) {
armyAI[aiCounterAI][3] = armyAI[aiCounterAI][3] + enemySpeed;
aiDirection = 'right';
}
if (playerBattle.y < armyAI[aiCounterAI][4] - 48) {
armyAI[aiCounterAI][4] = armyAI[aiCounterAI][4] - enemySpeed;
aiDirection = 'up';
}
if (playerBattle.y > armyAI[aiCounterAI][4] + 48) {
armyAI[aiCounterAI][4] = armyAI[aiCounterAI][4] + enemySpeed;
aiDirection = 'down';
}
checkBattleCollision('ai',aiCounterAI);
armyAI[aiCounterAI][1] = Math.ceil(armyAI[aiCounterAI][3] / 48);
armyAI[aiCounterAI][2] = Math.ceil(armyAI[aiCounterAI][4] / 48);
}
}
aiCounterAI++;
}
}
最后我有这个功能来计算AI碰撞。
if (type == 'ai') {
enemyEnemyCollision = false;
if (aiCount > 1) {
checkArmyAIcol1 = armyAI[ai][1];
checkArmyAIrow1 = armyAI[ai][2];
checkArmyAIx1 = armyAI[ai][3];
checkArmyAIy1 = armyAI[ai][4];
var aiCounter2 = 0;
for (i = 0; i < aiCount; i++) {
if (aiCounter2 != ai) {
checkArmyAIcol2 = armyAI[aiCounter2][1];
checkArmyAIrow2 = armyAI[aiCounter2][2];
checkArmyAIx2 = armyAI[aiCounter2][3];
checkArmyAIy2 = armyAI[aiCounter2][4];
// Check if the AI is near the other AI before checking if collision is true
if (checkArmyAIcol1 - 1 <= checkArmyAIcol2 && checkArmyAIcol1 + 1 >= checkArmyAIcol2) {
if (checkArmyAIrow1 - 1 <= checkArmyAIrow2 && checkArmyAIrow1 + 1 >= checkArmyAIrow2) {
if (checkArmyAIx1 < checkArmyAIx2 + 48 &&
checkArmyAIx1 + 48 > checkArmyAIx2 &&
checkArmyAIy1 < checkArmyAIy2 + 48 &&
checkArmyAIy1 + 48 > checkArmyAIy2) {
enemyEnemyCollision = true;
checkEnemyEnemyCollision(ai,aiCounter2);
}
}
}
}
aiCounter2++;
}
}
}
function checkEnemyEnemyCollision(enemy1,enemy2) {
enemySpeed = enemies[armyAI[enemy1][0][0]][3];
if (enemyEnemyCollision == true) {
if (aiDirection == 'left') {
armyAI[enemy1][3] = armyAI[enemy1][3] + enemySpeed;}
if (aiDirection == 'right') {
armyAI[enemy1][3] = armyAI[enemy1][3] - enemySpeed;}
if (aiDirection == 'up') {
armyAI[enemy1][4] = armyAI[enemy1][4] + enemySpeed;}
if (aiDirection == 'down') {
armyAI[enemy1][4]= armyAI[enemy1][4] - enemySpeed;}
console.log("ya'll collided ya clumsy potatoes");
}
}
updateAI功能快速且运行良好。如前所述添加碰撞(使用边界框模型)可以大大减慢速度。通过我的游戏循环中的requestAnimationFrame,这些函数每秒调用60次。我的猜测是它在与帧速率的碰撞中不能保持足够快的速度,因此它们不能移动得太多。然而,我不知道如何解决这个问题。有没有人有什么建议?边界框碰撞和多个移动项目对我来说是一个新的领域,所以我不会介意改进我的代码。