在2D方格网系统中进行移动的最佳方法是什么?我有这个有用的东西,但它似乎错误/丑陋(见下文)。
x x x x x x x
x x x x x x x
x x x O x x x
x x x U x x x
x x x x x x x
x x x x x x x
x x x x x x x
例如,U是我要移动的单位,O是像另一个单位或山一样无法通过的对象。如果U可以移动3个图块,我希望可移动区域(M)看起来像这样。
x x x x x x x
x x M x M x x
x M M O M M x
M M M U M M M
x x M M M M x
x x M M M x x
x x x M x x x
这是我的代码:
public function possibleMoves(range:uint, cords:Array):void {
var X:uint = cords[0];
var Y:uint = cords[1];
if (range > 0) {
try {
theGrid[X + 1][Y].moveable = true;
if (theGrid[X + 1][Y].getOccupied == false) {
possibleMoves(range - 1, [X + 1, Y], flag, mtype);
}
} catch (err:Error) { }
try {
theGrid[X - 1][Y].moveable = true;
if (theGrid[X - 1][Y].getOccupied == false) {
possibleMoves(range - 1, [X - 1, Y], flag, mtype);
}
} catch (err:Error) { }
try {
theGrid[X][Y + 1].moveable = true;
if (theGrid[X][Y + 1].getOccupied == false) {
possibleMoves(range - 1, [X, Y + 1], flag, mtype);
}
} catch (err:Error) { }
try {
theGrid[X][Y - 1].moveable = true;
if (theGrid[X][Y - 1].getOccupied == false) {
possibleMoves(range - 1, [X, Y - 1], flag, mtype);
}
} catch (err:Error) { }
}
答案 0 :(得分:6)
你的tileset的数据结构似乎与一个做太多事情的“Tile”类强烈耦合; theGrid [X] [Y] .moveable,theGrid [X] [Y] .getOccupied ... +可能还有其他一些方法。
也许tileset数据结构应该只存储布尔值(walkable?true / false),并且只有一个方法来告诉tile是否可以步行。在这种情况下,布尔值的Vector就足够了。测试4(或8对角线)的naerby值非常快,并且可以使用递归循环将测试扩展到新发现的值。
如果你有不同类型的瓷砖(墙,对象,字符等),你可以使用Vector。< int>而不是布尔人; 0将是一个可步行的瓷砖,其他任何东西都是禁区。 这允许布尔检查:0 = false,任何其他值= true。
我在这里做了一个示例http://wonderfl.net/c/bRV8;它可能比粘贴代码更清晰。移动鼠标,你应该看到一个粉红色的形状,为你提供有效的细胞。
如果您需要提供特定数量的移动,这是不够的,您将需要设置某种路径查找器。
编辑: 似乎提供的代码有效,但包含一个递归终止错误,尝试通过以下行避免。这只适用于某些情况,如果你将你的角色放在地图的边缘或者给他5个以外的移动次数,这种行为真的很奇怪:
var max:int = ( maxDepth * maxDepth );
if( maxDepth % 2 == 0 )max--;
recursiveCheck( valid, tilesetClone, 0, max, connexity );
我检查了不同的递归深度,这个bug很快变得明显。这个例子缺少网格和复杂的地图设计掩盖了这个错误,但是这里有一个截图 - 请注意,如果鼠标位于角落中,如图所示,该字段向上延伸6个方格,剩下7个方格,而它应该只是5。
答案 1 :(得分:2)
您的代码可以使用,但远非优雅。很多瓷砖将被计算多次。您可以通过缓存每个gridTile的结果来解决此问题。
答案 2 :(得分:0)
这是对objective-c 中2D平铺地图问题的避障的递归的正确解决方案。好我4.5小时翻译动作脚本到objective-c并调试它...现在几乎凌晨3点:)要使用它,只需创建一个X by Y square的地图,将你的模型放在地图上并调用
-(NSMutableArray*)possibleMovesFromIndex:(int)tileIndex movesCount:(int)moves allowDiagonalMoves:(BOOL)allowDiagonal
生成的数组将为您提供角色可以使用给定移动次数到达的位置。然后,您可以使用A* pathfinding algorithm
设置从当前位置到任何一个突出显示的切片的动画。
我试图在我的名字和描述中超级冗长,因为如果没有它,通过所有这些方法调用很难追踪这些点。
MapOfTiles.h:
#import <Foundation/Foundation.h>
#define tileCountWide 14
#define tileCountTall 8
@interface MapOfTiles : NSObject
@property (nonatomic,strong)NSMutableArray* tilesetWalkable;
@property (nonatomic)int width;
@property (nonatomic)int height;
@property (nonatomic,readonly)int tileCount;
-(id)initWithXWidth:(int)xWidth yHeight:(int)yHeight;
-(CGPoint)pointFromIndex:(int)index;
-(NSMutableArray*)possibleMovesFromIndex:(int)tileIndex movesCount:(int)moves allowDiagonalMoves:(BOOL)allowDiagonal;
@end
MapOfTiles.m
#import "MapOfTiles.h"
@implementation MapOfTiles
-(id)initWithXWidth:(int)xWidth yHeight:(int)yHeight
{
self = [super init];
if (self) {
self.width = xWidth;
self.height = yHeight;
int count = xWidth*yHeight;
self.tilesetWalkable = [[NSMutableArray alloc] initWithCapacity:count];
for(int i = 0 ; i<count; i++)
{
//initial map is blank and has no obstacles
[self.tilesetWalkable addObject:[NSNumber numberWithBool:YES]];
}
}
return self;
}
-(int)tileCount
{
return self.width*self.height;
}
-(NSMutableArray*)possibleMovesFromIndex:(int)tileIndex movesCount:(int)moves allowDiagonalMoves:(BOOL)allowDiagonal
{
int connexity = 4;
if(allowDiagonal)
{
connexity = 8;
}
//check if there is an obstacle at the origin
NSNumber* movementOrigin = self.tilesetWalkable[tileIndex];
//if the first tile is walkable, proceed with seeking recursive solutions using 4 or 8 connected tiles
if(movementOrigin.boolValue == YES)
{
//create a copy to avoid messing up the real map
NSMutableArray* tilesetClone = [NSMutableArray arrayWithArray:self.tilesetWalkable];
//will contain tileset indices where you can reach in the given number of moves if you can only move in a straight line or straight line and diagonally
NSMutableArray* validMoves = [NSMutableArray arrayWithCapacity:10];
//we start building our array of walkable tiles with the origin, because we just tested it
NSNumber* originIsWalkable = [NSNumber numberWithInt:tileIndex];
NSMutableArray* initialWalkableTilesArray = [NSMutableArray arrayWithObject:originIsWalkable];
//for the first recursion, we manually set the origin to be not walkable, so recursion cannot return to it
[tilesetClone replaceObjectAtIndex:tileIndex withObject:[NSNumber numberWithBool:NO]];
[validMoves addObject:initialWalkableTilesArray];
[self recursiveCheckWithValidMovesArray:validMoves
tileset:tilesetClone
currentMove:0
maxMoves:moves
connexity:connexity];
return validMoves;
}
return nil;
}
-(void)recursiveCheckWithValidMovesArray:(NSMutableArray*)validMovesToPopulate tileset:(NSMutableArray*)tileset currentMove:(int)currentDepth maxMoves:(int)maxDepth connexity:(int)connexity
{
if(currentDepth == maxDepth)
{
return;
}else
{
NSArray* movesToCheck = [validMovesToPopulate objectAtIndex:currentDepth];
DLog(@"checking moves: %@",movesToCheck);
for (NSNumber* walkableMapIndex in movesToCheck)
{
//check array for valid moves
NSMutableArray* validMovesFromPoint = [self getValidMovesFromPoint:[self pointFromIndex:walkableMapIndex.intValue]
lockMovesInTileset:tileset
usingConnexity:connexity];
//remember valid moves, so the next iteration will check them
if(validMovesToPopulate.count == currentDepth+1)
{
//this is the first time we are looking at moves at this depth, so add an array that will hold these moves
[validMovesToPopulate addObject:validMovesFromPoint];
}else
{
//there is already an array at this depth, just add more values to it
NSMutableArray* validTilesForThisMove = validMovesToPopulate[currentDepth+1];
[validTilesForThisMove addObjectsFromArray:validMovesFromPoint];
}
}
if(movesToCheck.count>0)
{
[self recursiveCheckWithValidMovesArray:validMovesToPopulate
tileset:tileset
currentMove:++currentDepth
maxMoves:maxDepth
connexity:connexity];
}else
{
return;
}
}
}
-(CGPoint)pointFromIndex:(int)index
{
//for a field that is 8 tall by 12 wide with 0,0 in bottom left
//tileCountTall is also number of rows
//x is column
int x = index / tileCountTall;
//y is row
int y = index % tileCountTall;
CGPoint xyPointInTileset = CGPointMake(x, y);
DLog(@"Examing index: %i assigned:x%.0f, y:%.0f",index, xyPointInTileset.x,xyPointInTileset.y);
return xyPointInTileset;
}
-(int)indexFromPoint:(CGPoint)point
{
return [self indexFromX:point.x y:point.y];
}
-(int)indexFromX:(int)x y:(int)y
{
//in my case the map is rectangular
if ( x < 0 ) x = 0;
int tileWidth = tileCountWide -2 ;//in my case, 2 rows of grid are hidden off screen for recycling of map segments
if ( x > tileWidth - 1 ) x = tileWidth - 1;
if ( y < 0 ) y = 0;
if ( y > tileCountTall - 1 ) y = tileCountTall - 1;
#warning this might screw up the algorithm, because for me x and y values are mapped differently?
return x * tileCountTall + y;
return 0;
}
-(void)lockTileAtIndex:(int)index forTileset:(NSMutableArray*)tileset rememberValidMovesInThisArray:(NSMutableArray*)tiles
{
DLog(@"Locking tile: %i",index);
//we lock this tile, so it is not checked by future recursions
NSNumber* tileIsNotWalkableAtIndex = [NSNumber numberWithBool:NO];
[tileset replaceObjectAtIndex:index withObject:tileIsNotWalkableAtIndex];
//remember that this index is a valid move
[tiles addObject:[NSNumber numberWithInt:index]];
}
-(NSMutableArray*)getValidMovesFromPoint:(CGPoint)p lockMovesInTileset:(NSMutableArray*)tileset usingConnexity:(int)connexity
{
int i = 0;
NSMutableArray* validMovesFromThisPoint = [NSMutableArray array];//these tiles are valid moves from point
NSNumber* tileIsWalkable = nil;
//using (x,y) (0,0) as bottom left corner, Y axis pointing up, X axis pointing right
i = [self indexFromPoint:CGPointMake(p.x-1, p.y)];//left
tileIsWalkable = tileset[i];
if(tileIsWalkable.boolValue == YES)
{
[self lockTileAtIndex:i forTileset:tileset rememberValidMovesInThisArray:validMovesFromThisPoint];
};
i = [self indexFromPoint:CGPointMake(p.x+1, p.y)];//right
tileIsWalkable = tileset[i];
if(tileIsWalkable.boolValue == YES)
{
[self lockTileAtIndex:i forTileset:tileset rememberValidMovesInThisArray:validMovesFromThisPoint];
};
i = [self indexFromPoint:CGPointMake(p.x, p.y-1)];//bottom
tileIsWalkable = tileset[i];
if(tileIsWalkable.boolValue == YES)
{
[self lockTileAtIndex:i forTileset:tileset rememberValidMovesInThisArray:validMovesFromThisPoint];
};
i = [self indexFromPoint:CGPointMake(p.x, p.y+1)];//top
tileIsWalkable = tileset[i];
if(tileIsWalkable.boolValue == YES)
{
[self lockTileAtIndex:i forTileset:tileset rememberValidMovesInThisArray:validMovesFromThisPoint];
};
if(connexity == 4){
return validMovesFromThisPoint;//if we want a connexity 4, no need to go further
}
i = [self indexFromPoint:CGPointMake(p.x-1, p.y-1)];//bottom left
tileIsWalkable = tileset[i];
if(tileIsWalkable.boolValue == YES){
[self lockTileAtIndex:i forTileset:tileset rememberValidMovesInThisArray:validMovesFromThisPoint];
};
i = [self indexFromPoint:CGPointMake(p.x+1, p.y-1)];//bottom right
tileIsWalkable = tileset[i];
if(tileIsWalkable.boolValue == YES){
[self lockTileAtIndex:i forTileset:tileset rememberValidMovesInThisArray:validMovesFromThisPoint];
};
i = [self indexFromPoint:CGPointMake(p.x-1, p.y+1)];//top left
tileIsWalkable = tileset[i];
if(tileIsWalkable.boolValue == YES){
[self lockTileAtIndex:i forTileset:tileset rememberValidMovesInThisArray:validMovesFromThisPoint];
};
i = [self indexFromPoint:CGPointMake(p.x+1, p.y+1)];///top right
tileIsWalkable = tileset[i];
if(tileIsWalkable.boolValue == YES){
[self lockTileAtIndex:i forTileset:tileset rememberValidMovesInThisArray:validMovesFromThisPoint];
};
return validMovesFromThisPoint;
}
@end