AI跟随并避免与障碍物碰撞

时间:2018-10-30 04:11:24

标签: javascript algorithm math artificial-intelligence path-finding

我正在基于极坐标创建AI导航系统。目的是将角色移动到某个位置,同时还要远离其路径上可能出现的障碍。

代码在大多数情况下都能正常工作,但是经过测试,我发现:当玩家,障碍物和角色在X或Y方向或对角线上完全对齐时,角色会卡在障碍物中。玩家“拥抱”墙壁时最明显,因为演员的运动矢量被墙壁夹住,使墙壁对齐。

点击摘要中的按钮,以查看我的情况。

有办法防止这种情况吗?

const canvas = document.getElementById('canvas');
const ctx = canvas.getContext('2d');

let playerX = 100;
let playerY = 200;

let obstacleX = 200;
let obstacleY = 200;

let actorX = 300;
let actorY = 201;


function loop() {
    // Wall clipping
    if (actorX > 490) {
        actorX = 490;
    } else if (actorX < 10) {
        actorX = 10;
    }

    if (actorY > 490) {
        actorY = 490;
    } else if (actorY < 10) {
        actorY = 10;
    }

    // Vector between player and actor
    let vectorPlayerX = playerX - actorX;
    let vectorPlayerY = playerY - actorY;

    // Vector between obstacle and actor
    let vectorObstacleX = obstacleX - actorX;
    let vectorObstacleY = obstacleY - actorY;

    // Where to move, defaults to player's position
    const anglePlayer = Math.atan2(vectorPlayerY, vectorPlayerX);
    let moveAngle = anglePlayer;

    // If near obstacle, adjust course and try to avoid it
    if (Math.sqrt(vectorObstacleX * vectorObstacleX + vectorObstacleY * vectorObstacleY) < 50) {
        const angleObstacle = Math.atan2(vectorObstacleY, vectorObstacleX);
        moveAngle += anglePlayer - angleObstacle;
    }

    // Move the vector to desired location
    actorX += Math.cos(moveAngle);
    actorY += Math.sin(moveAngle);

    //Drawing
    ctx.clearRect(0, 0, 500, 500);

    ctx.beginPath();
    ctx.fillStyle = "gray";
    ctx.arc(actorX, actorY, 10, 0, Math.PI * 2, true);
    ctx.fill();

    ctx.beginPath();
    ctx.fillStyle = "orange";
    ctx.arc(obstacleX, obstacleY, 10, 0, Math.PI * 2, true);
    ctx.fill();

    ctx.beginPath();
    ctx.fillStyle = "blue";
    ctx.arc(playerX, playerY, 10, 0, Math.PI * 2, true);
    ctx.fill();

    requestAnimationFrame(loop);
}

requestAnimationFrame(loop);


function nonAligned() {
    playerX = 100;
    playerY = 200;

    obstacleX = 200;
    obstacleY = 200;

    actorX = 300;
    actorY = 201;
}

function alignedY() {
    playerX = 100;
    playerY = 490;

    obstacleX = 200;
    obstacleY = 490;

    actorX = 300;
    actorY = 490;
}

function alignedBoth() {
    playerX = 200;
    playerY = 200;

    obstacleX = 300;
    obstacleY = 300;

    actorX = 400;
    actorY = 400;
}
#options {
    position: fixed;
    top: 5px;
    left: 5px;
}
<!DOCTYPE html>
<html>
<body>
    <canvas id="canvas" width="500" height="500"></canvas>
<div id="options">
    <button onclick="nonAligned()">Spawn non-aligned</button>
    <button onclick="alignedY()">Spawn Y aligned</button>
    <button onclick="alignedBoth()">Spawn diagonally aligned</button>
</div>
</body>
</html>

2 个答案:

答案 0 :(得分:0)

如果与玩家的角度和障碍物的角度相同,则我们继续前进,因为变量相互抵消。

    moveAngle += anglePlayer - angleObstacle;

如果anglePlayer为117,angleObstacle为117,而moveAngle为117,则得到

   117 + 117 -117 = 117 ...

您可能想要这样的东西(伪代码)

    moveAngle += anglePlayer + random(90)-45;

或者如果碰到障碍物,则向左或向右移动

    moveAngle += anglePlayer - 90;
    if (random(2)==1 moveAngle += 180

答案 1 :(得分:0)

问题是,当直接指向障碍物时,moveAngle不会改变。进行一个小的修改,检查moveAngle是从障碍物沿顺时针方向还是逆时针方向移动,并转向更远的位置(请注意:由于这个原因,我的代码破坏了墙的抱抱并在“ Y对齐”情况下表现不佳,这是可以修复的,但我不在乎):

const canvas = document.getElementById('canvas');
const ctx = canvas.getContext('2d');

let playerX = 100;
let playerY = 200;

let obstacleX = 200;
let obstacleY = 200;

let actorX = 300;
let actorY = 201;


function loop() {
    // Wall clipping
    if (actorX > 490) {
        actorX = 490;
    } else if (actorX < 10) {
        actorX = 10;
    }

    if (actorY > 490) {
        actorY = 490;
    } else if (actorY < 10) {
        actorY = 10;
    }

    // Vector between player and actor
    let vectorPlayerX = playerX - actorX;
    let vectorPlayerY = playerY - actorY;

    // Vector between obstacle and actor
    let vectorObstacleX = obstacleX - actorX;
    let vectorObstacleY = obstacleY - actorY;

    // Where to move, defaults to player's position
    const anglePlayer = Math.atan2(vectorPlayerY, vectorPlayerX);
    let moveAngle = anglePlayer;

    // If near obstacle, adjust course and try to avoid it
    obs_distance = Math.sqrt(vectorObstacleX * vectorObstacleX + vectorObstacleY * vectorObstacleY);
    if (obs_distance < 100) {
        const angleObstacle = Math.atan2(vectorObstacleY, vectorObstacleX);
        delta = Math.PI/2.0;
        if (obs_distance > 100.0/32.0) { delta = (100.0/32.0)*Math.PI/obs_distance; }
        cross = Math.sin(moveAngle-angleObstacle);
        if (cross>0) { moveAngle += delta; }
        if (cross<0) { moveAngle -= delta; }
        if (cross==0) {
           if (Math.random(2)==1) {
             moveAngle += delta;
           } else {
             moveAngle -= delta;
           }
        }
    }

    // Move the vector to desired location
    actorX += Math.cos(moveAngle);
    actorY += Math.sin(moveAngle);

    //Drawing
    ctx.clearRect(0, 0, 500, 500);

    ctx.beginPath();
    ctx.fillStyle = "gray";
    ctx.arc(actorX, actorY, 10, 0, Math.PI * 2, true);
    ctx.fill();

    ctx.beginPath();
    ctx.fillStyle = "orange";
    ctx.arc(obstacleX, obstacleY, 10, 0, Math.PI * 2, true);
    ctx.fill();

    ctx.beginPath();
    ctx.fillStyle = "blue";
    ctx.arc(playerX, playerY, 10, 0, Math.PI * 2, true);
    ctx.fill();

    requestAnimationFrame(loop);
}

requestAnimationFrame(loop);


function nonAligned() {
    playerX = 100;
    playerY = 200;

    obstacleX = 200;
    obstacleY = 200;

    actorX = 300;
    actorY = 201;
}

function alignedY() {
    playerX = 100;
    playerY = 490;

    obstacleX = 200;
    obstacleY = 490;

    actorX = 300;
    actorY = 490;
}

function alignedBoth() {
    playerX = 200;
    playerY = 200;

    obstacleX = 300;
    obstacleY = 300;

    actorX = 400;
    actorY = 400;
}
#options {
    position: fixed;
    top: 5px;
    left: 5px;
}
<!DOCTYPE html>
<html>
<body>
    <canvas id="canvas" width="500" height="500"></canvas>
<div id="options">
    <button onclick="nonAligned()">Spawn non-aligned</button>
    <button onclick="alignedY()">Spawn Y aligned</button>
    <button onclick="alignedBoth()">Spawn diagonally aligned</button>
</div>
</body>
</html>