我是游戏开发的新手,我已经建立了一个自动移动的汽车游戏,当它撞到怪物时。现在我想让汽车向怪物移动。所以我查看了寻找算法的路径,现在我想在我的游戏中实现A-Star路径寻找算法。所以找到路径的功能如下:
function findPath(world, pathStart, pathEnd)
{
// shortcuts for speed
var abs = Math.abs;
var max = Math.max;
var pow = Math.pow;
var sqrt = Math.sqrt;
// the world data are integers:
// anything higher than this number is considered blocked
// this is handy is you use numbered sprites, more than one
// of which is walkable road, grass, mud, etc
var maxWalkableTileNum = 0;
// keep track of the world dimensions
// Note that this A-star implementation expects the world array to be square:
// it must have equal height and width. If your game world is rectangular,
// just fill the array with dummy values to pad the empty space.
var worldWidth = world[0].length;
var worldHeight = world.length;
var worldSize = worldWidth * worldHeight;
// which heuristic should we use?
// default: no diagonals (Manhattan)
var distanceFunction = ManhattanDistance;
var findNeighbours = function(){}; // empty
/*
// alternate heuristics, depending on your game:
// diagonals allowed but no sqeezing through cracks:
var distanceFunction = DiagonalDistance;
var findNeighbours = DiagonalNeighbours;
// diagonals and squeezing through cracks allowed:
var distanceFunction = DiagonalDistance;
var findNeighbours = DiagonalNeighboursFree;
// euclidean but no squeezing through cracks:
var distanceFunction = EuclideanDistance;
var findNeighbours = DiagonalNeighbours;
// euclidean and squeezing through cracks allowed:
var distanceFunction = EuclideanDistance;
var findNeighbours = DiagonalNeighboursFree;
*/
// distanceFunction functions
// these return how far away a point is to another
function ManhattanDistance(Point, Goal)
{ // linear movement - no diagonals - just cardinal directions (NSEW)
return abs(Point.x - Goal.x) + abs(Point.y - Goal.y);
}
function DiagonalDistance(Point, Goal)
{ // diagonal movement - assumes diag dist is 1, same as cardinals
return max(abs(Point.x - Goal.x), abs(Point.y - Goal.y));
}
function EuclideanDistance(Point, Goal)
{ // diagonals are considered a little farther than cardinal directions
// diagonal movement using Euclide (AC = sqrt(AB^2 + BC^2))
// where AB = x2 - x1 and BC = y2 - y1 and AC will be [x3, y3]
return sqrt(pow(Point.x - Goal.x, 2) + pow(Point.y - Goal.y, 2));
}
// Neighbours functions, used by findNeighbours function
// to locate adjacent available cells that aren't blocked
// Returns every available North, South, East or West
// cell that is empty. No diagonals,
// unless distanceFunction function is not Manhattan
function Neighbours(x, y)
{
var N = y - 1,
S = y + 1,
E = x + 1,
W = x - 1,
myN = N > -1 && canWalkHere(x, N),
myS = S < worldHeight && canWalkHere(x, S),
myE = E < worldWidth && canWalkHere(E, y),
myW = W > -1 && canWalkHere(W, y),
result = [];
if(myN)
result.push({x:x, y:N});
if(myE)
result.push({x:E, y:y});
if(myS)
result.push({x:x, y:S});
if(myW)
result.push({x:W, y:y});
findNeighbours(myN, myS, myE, myW, N, S, E, W, result);
return result;
}
// returns every available North East, South East,
// South West or North West cell - no squeezing through
// "cracks" between two diagonals
function DiagonalNeighbours(myN, myS, myE, myW, N, S, E, W, result)
{
if(myN)
{
if(myE && canWalkHere(E, N))
result.push({x:E, y:N});
if(myW && canWalkHere(W, N))
result.push({x:W, y:N});
}
if(myS)
{
if(myE && canWalkHere(E, S))
result.push({x:E, y:S});
if(myW && canWalkHere(W, S))
result.push({x:W, y:S});
}
}
// returns every available North East, South East,
// South West or North West cell including the times that
// you would be squeezing through a "crack"
function DiagonalNeighboursFree(myN, myS, myE, myW, N, S, E, W, result)
{
myN = N > -1;
myS = S < worldHeight;
myE = E < worldWidth;
myW = W > -1;
if(myE)
{
if(myN && canWalkHere(E, N))
result.push({x:E, y:N});
if(myS && canWalkHere(E, S))
result.push({x:E, y:S});
}
if(myW)
{
if(myN && canWalkHere(W, N))
result.push({x:W, y:N});
if(myS && canWalkHere(W, S))
result.push({x:W, y:S});
}
}
// returns boolean value (world cell is available and open)
function canWalkHere(x, y)
{
return ((world[x] != null) &&
(world[x][y] != null) &&
(world[x][y] <= maxWalkableTileNum));
};
// Node function, returns a new object with Node properties
// Used in the calculatePath function to store route costs, etc.
function Node(Parent, Point)
{
var newNode = {
// pointer to another Node object
Parent:Parent,
// array index of this Node in the world linear array
value:Point.x + (Point.y * worldWidth),
// the location coordinates of this Node
x:Point.x,
y:Point.y,
// the heuristic estimated cost
// of an entire path using this node
f:0,
// the distanceFunction cost to get
// from the starting point to this node
g:0
};
return newNode;
}
// Path function, executes AStar algorithm operations
function calculatePath()
{
// create Nodes from the Start and End x,y coordinates
var mypathStart = Node(null, {x:pathStart[0], y:pathStart[1]});
var mypathEnd = Node(null, {x:pathEnd[0], y:pathEnd[1]});
// create an array that will contain all world cells
var AStar = new Array(worldSize);
// list of currently open Nodes
var Open = [mypathStart];
// list of closed Nodes
var Closed = [];
// list of the final output array
var result = [];
// reference to a Node (that is nearby)
var myNeighbours;
// reference to a Node (that we are considering now)
var myNode;
// reference to a Node (that starts a path in question)
var myPath;
// temp integer variables used in the calculations
var length, max, min, i, j;
// iterate through the open list until none are left
while(length = Open.length)
{
max = worldSize;
min = -1;
for(i = 0; i < length; i++)
{
if(Open[i].f < max)
{
max = Open[i].f;
min = i;
}
}
// grab the next node and remove it from Open array
myNode = Open.splice(min, 1)[0];
// is it the destination node?
if(myNode.value === mypathEnd.value)
{
myPath = Closed[Closed.push(myNode) - 1];
do
{
result.push([myPath.x, myPath.y]);
}
while (myPath = myPath.Parent);
// clear the working arrays
AStar = Closed = Open = [];
// we want to return start to finish
result.reverse();
}
else // not the destination
{
// find which nearby nodes are walkable
myNeighbours = Neighbours(myNode.x, myNode.y);
// test each one that hasn't been tried already
for(i = 0, j = myNeighbours.length; i < j; i++)
{
myPath = Node(myNode, myNeighbours[i]);
if (!AStar[myPath.value])
{
// estimated cost of this particular route so far
myPath.g = myNode.g + distanceFunction(myNeighbours[i], myNode);
// estimated cost of entire guessed route to the destination
myPath.f = myPath.g + distanceFunction(myNeighbours[i], mypathEnd);
// remember this new path for testing above
Open.push(myPath);
// mark this node in the world graph as visited
AStar[myPath.value] = true;
}
}
// remember this route as having no more untested options
Closed.push(myNode);
}
} // keep iterating until the Open list is empty
return result;
}
// actually calculate the a-star path!
// this returns an array of coordinates
// that is empty if no path is possible
return calculatePath();
} // end of findPath() function
然后通过
调用该函数currentPath = findPath(world,pathStart,pathEnd);
但没有工作。我工作pen
感谢任何帮助。
答案 0 :(得分:1)
这是一个简单的路径查找脚本。
一旦计算出路径,沿着它移动汽车应该是微不足道的。
此脚本有两个阶段:
扫描地图以寻找障碍物和怪物
找到怪物并计算路径的地方。
//HTML elements
var canvas = document.body.appendChild(document.createElement("canvas"));
canvas.height = 500;
canvas.width = canvas.height;
var ctx = canvas.getContext("2d");
//Logic elements
var tileSize = 16;
var monster = {
x: Math.floor(Math.random() * Math.ceil(canvas.width / tileSize) / 2) * 2,
y: Math.floor(Math.random() * Math.ceil(canvas.height / tileSize) / 2) * 2
};
var player = {
x: 9,
y: 9
};
var aStar = {
path: [],
opened: [],
closed: [],
done: false
};
//Simple distance formular
function distance(a, b) {
return Math.sqrt(Math.pow(a.x - b.x, 2) + Math.pow(a.y - b.y, 2));
}
function draw() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
//Tested Tiles
ctx.fillStyle = "cyan";
for (var pi = 0; pi < aStar.closed.length; pi++) {
var p = aStar.closed[pi];
ctx.fillRect(p.x * tileSize, p.y * tileSize, tileSize, tileSize);
}
//Path
ctx.fillStyle = "blue";
for (var pi = 0; pi < aStar.path.length; pi++) {
var p = aStar.path[pi];
ctx.fillRect(p.x * tileSize, p.y * tileSize, tileSize, tileSize);
}
//Monster
ctx.fillStyle = "red";
ctx.fillRect(monster.x * tileSize, monster.y * tileSize, tileSize, tileSize);
//Player
ctx.fillStyle = "green";
ctx.fillRect(player.x * tileSize, player.y * tileSize, tileSize, tileSize);
//Tiles
for (var x = 0; x < Math.ceil(canvas.width / tileSize); x++) {
for (var y = 0; y < Math.ceil(canvas.height / tileSize); y++) {
ctx.strokeRect(x * tileSize, y * tileSize, tileSize, tileSize);
}
}
}
function main() {
//If no steps, open "player"
if (aStar.opened.length == 0) {
aStar.opened.push({
x: player.x,
y: player.y,
step: 0
});
}
//Check for monster
if ((aStar.opened.some(function(c) {
return c.x === monster.x && c.y === monster.y;
})) == true) {
//if monster found
if (aStar.path.length < 1) {
//If no steps in path, add monster as first
aStar.path.push(aStar.opened.find(function(c) {
return c.x === monster.x && c.y === monster.y;
}));
} else if ((aStar.path.length > 0 ? aStar.path[aStar.path.length - 1].step == 0 : false) === false) {
//If last step of path isn't player, compute a step to path
var lastTile = aStar.path[aStar.path.length - 1];
var bestTile = {
x: lastTile.x,
y: lastTile.y,
step: lastTile.step
};
//Loop through tiles adjacent to the last path tile and pick the "best"
for (var x = lastTile.x - 1; x < lastTile.x + 2; x++) {
for (var y = lastTile.y - 1; y < lastTile.y + 2; y++) {
var suspect = aStar.closed.find(function(c) {
return c.x === x && c.y === y;
});
if (suspect !== void 0) {
if (suspect.step + distance(suspect, player) < bestTile.step + distance(bestTile, player)) {
bestTile = suspect;
}
}
}
}
//Add best tile to path
aStar.path.push(bestTile);
}
} else {
//If monster isn't found, continue world mapping
//"newOpen" will hold the next "opened" list
var newOpen = [];
//For each opened, check neighbours
for (var oi = 0; oi < aStar.opened.length; oi++) {
var o = aStar.opened[oi];
for (var x = o.x - 1; x < o.x + 2; x++) {
for (var y = o.y - 1; y < o.y + 2; y++) {
if (x === o.x && y === o.y ||
aStar.closed.some(function(c) {
return c.x === x && c.y === y;
}) ||
aStar.opened.some(function(c) {
return c.x === x && c.y === y;
}) ||
newOpen.some(function(c) {
return c.x === x && c.y === y;
})) {
continue;
}
//If neighbours isn't in any list, add it to the newOpen list
newOpen.push({
x: x,
y: y,
step: o.step + 1
});
}
}
}
//Close the previously opened list
aStar.closed = aStar.closed.concat(aStar.opened);
//Add new opened list
aStar.opened = newOpen;
}
//Draw progress
draw();
requestAnimationFrame(main);
}
//Start process
requestAnimationFrame(main);
&#13;
编辑1 - 没有寻路
我甚至不确定你是否需要寻路。
在下面的例子中,汽车只是相对于它们的角度被推向目标:
var __extends = (this && this.__extends) || (function() {
var extendStatics = Object.setPrototypeOf ||
({
__proto__: []
}
instanceof Array && function(d, b) {
d.__proto__ = b;
}) ||
function(d, b) {
for (var p in b)
if (b.hasOwnProperty(p)) d[p] = b[p];
};
return function(d, b) {
extendStatics(d, b);
function __() {
this.constructor = d;
}
d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
};
})();
var Game;
(function(Game) {
var GameImage = (function() {
function GameImage(name, src) {
this.name = name;
this.src = src;
this.node = document.createElement("img");
GameImage._pending++;
this.node.onload = GameImage._loading;
this.node.src = this.src;
GameImage.all.push(this);
}
GameImage.loaded = function() {
return this._loaded === this._pending;
};
GameImage._loading = function() {
this._loaded++;
};
GameImage.getImage = function(id) {
return this.all.find(function(img) {
return img.name === id;
});
};
return GameImage;
}());
GameImage.all = [];
GameImage._loaded = 0;
GameImage._pending = 0;
new GameImage("background", "http://res.cloudinary.com/dfhppjli0/image/upload/c_scale,w_2048/v1492045665/road_dwsmux.png");
new GameImage("hero", "http://res.cloudinary.com/dfhppjli0/image/upload/c_scale,w_32/v1491958999/car_p1k2hw.png");
new GameImage("monster", "http://res.cloudinary.com/dfhppjli0/image/upload/v1491958478/monster_rsm0po.png");
new GameImage("hero_other", "http://res.cloudinary.com/dfhppjli0/image/upload/v1492579967/car_03_ilt08o.png");
function distance(a, b) {
return Math.sqrt(Math.pow(a.x - b.x, 2) + Math.pow(a.y - b.y, 2));
}
function degreeToRadian(degrees) {
return degrees * (Math.PI / 180);
}
function radianToDegree(radians) {
return radians * (180 / Math.PI);
}
function angleBetweenTwoPoints(p1, p2) {
return Math.atan2(p2.y - p1.y, p2.x - p1.x) * 180 / Math.PI;
}
var Actor = (function() {
function Actor() {
this.angle = 0;
}
Actor.prototype.main = function() {};
Actor.prototype.render = function(ctx) {
if (this.angle != 0) {
var rads = degreeToRadian(this.angle - 90);
ctx.translate(this.position.x + 0.5 * this.image.node.naturalWidth, this.position.y + 0.5 * this.image.node.naturalHeight);
ctx.rotate(rads);
ctx.drawImage(this.image.node, 0, 0);
ctx.rotate(-rads);
ctx.translate(-(this.position.x + 0.5 * this.image.node.naturalWidth), -(this.position.y + 0.5 * this.image.node.naturalHeight));
} else {
ctx.drawImage(this.image.node, this.position.x, this.position.y);
}
};
return Actor;
}());
var Monster = (function(_super) {
__extends(Monster, _super);
function Monster(position) {
var _this = _super.call(this) || this;
_this.position = position;
_this.image = GameImage.getImage("monster");
Monster.all.push(_this);
return _this;
}
return Monster;
}(Actor));
Monster.all = [];
var Car = (function(_super) {
__extends(Car, _super);
function Car(position, target) {
if (target === void 0) {
target = null;
}
var _this = _super.call(this) || this;
_this.position = position;
_this.target = target;
_this.hitCount = 0;
_this.image = GameImage.getImage("hero");
_this.speed = 10;
Car.all.push(_this);
return _this;
}
Car.prototype.main = function() {
var angle = angleBetweenTwoPoints(this.target.position, this.position);
var cos = Math.cos(degreeToRadian(angle)) * -1;
var sin = Math.sin(degreeToRadian(angle));
this.angle = angle;
this.position.x += cos * this.speed;
this.position.y -= sin * this.speed;
if (distance(this.position, this.target.position) < 10) {
this.target.position.x = Math.random() * mainCanvas.width;
this.target.position.y = Math.random() * mainCanvas.height;
this.hitCount++;
console.log("Hit!");
}
};
return Car;
}(Actor));
Car.all = [];
var background = GameImage.getImage("background");
var mainCanvas = document.body.appendChild(document.createElement("canvas"));
mainCanvas.width = background.node.naturalWidth;
mainCanvas.height = background.node.naturalHeight;
var ctx = mainCanvas.getContext("2d");
var monster1 = new Monster({
x: Math.random() * mainCanvas.width,
y: Math.random() * mainCanvas.height
});
var monster2 = new Monster({
x: Math.random() * mainCanvas.width,
y: Math.random() * mainCanvas.height
});
new Car({
x: Math.random() * mainCanvas.width,
y: Math.random() * mainCanvas.height
}, monster1);
new Car({
x: Math.random() * mainCanvas.width,
y: Math.random() * mainCanvas.height
}, monster2);
function main() {
ctx.drawImage(background.node, 0, 0);
for (var ci = 0; ci < Car.all.length; ci++) {
var c = Car.all[ci];
c.main();
c.render(ctx);
}
for (var mi = 0; mi < Monster.all.length; mi++) {
var m = Monster.all[mi];
m.main();
m.render(ctx);
}
requestAnimationFrame(main);
}
requestAnimationFrame(main);
})(Game || (Game = {}));
&#13;
只要没有障碍物,这就可以了。