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>
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>