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【cocos】A*寻路,移动

程序员文章站 2024-03-25 20:00:22
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挂在要移动的物体上

//AStar.js

// Learn cc.Class:
//  - [Chinese] http://docs.cocos.com/creator/manual/zh/scripting/class.html
//  - [English] http://www.cocos2d-x.org/docs/creator/en/scripting/class.html
// Learn Attribute:
//  - [Chinese] http://docs.cocos.com/creator/manual/zh/scripting/reference/attributes.html
//  - [English] http://www.cocos2d-x.org/docs/creator/en/scripting/reference/attributes.html
// Learn life-cycle callbacks:
//  - [Chinese] http://docs.cocos.com/creator/manual/zh/scripting/life-cycle-callbacks.html
//  - [English] http://www.cocos2d-x.org/docs/creator/en/scripting/life-cycle-callbacks.html

let Grid = cc.Class({
    ctor() {
        this.x = 0;
        this.y = 0;
        this.f = 0;
        this.g = 0;
        this.h = 0;
        this.parent = null;
        this.type = 0; // -1障碍物, 0正常, 1起点, 2目的点
    }
});

let AStar = cc.Class({
    extends: cc.Component,

    properties: {
        is8dir: false, // 是否8方向寻路
        map: cc.Graphics,
    },

    statics: {
        _instance: null,

        Instance() {
            return AStar._instance;
        },
    },

    onLoad() {
        this.timer = 0;
        this.timeron = true;
        //this.map = cc.find("Canvas/map").getComponent(cc.Graphics);
        this.curGrid = [];
        this.curGridmin = [];

        this.startX = 0;
        this.startY = 0;

        this.endX = 0;
        this.endY = 0;
        AStar._instance = this;
        this._gridW = 50;   // 单元格子宽度
        this._gridH = 50;   // 单元格子高度
        this.mapH = 50;     // 纵向格子数量
        this.mapW = 100;     // 横向格子数量
        this.index = 0;

        cc.find("Canvas").on(cc.Node.EventType.TOUCH_START, this.onTouchStart, this);
        cc.find("Canvas").on(cc.Node.EventType.TOUCH_MOVE, this.onTouchMove, this);
        cc.find("Canvas").on(cc.Node.EventType.TOUCH_END, this.onTouchEnd, this);

        this.initMap();
        this.touch = false;
    },
    start() {
        let pos = this.node;
        this.startX = Math.floor(pos.x / (this._gridW));
        this.startY = Math.floor(pos.y / (this._gridH));
        this.node.x = this.startX * (this._gridW);
    },

    onTouchStart(event) {
        let pos1 = this.node;
        this.startX = Math.floor(pos1.x / (this._gridW));
        this.startY = Math.floor(pos1.y / (this._gridH));
        let pos = event.getLocation();
        let x = Math.floor(pos.x / (this._gridW));
        let y = Math.floor(pos.y / (this._gridH));
        this.unschedule(this.move, 0.35, this.path.length);
        this.endX = x;
        this.endY = y;
        this.startFind();
        this.generatePath(this.curGridmin);
        this.touch = true;

        this.node.stopAllActions();
        //移动

        //cc.log(this.path.length);
        this.index = this.path.length - 2;
        //cc.log("***********");
        this.schedule(this.move, 0.35, this.path.length);
    },

    onTouchMove(event) {
        let pos = event.getLocation();
        let x = Math.floor(pos.x / (this._gridW));
        let y = Math.floor(pos.y / (this._gridH));
    },

    setMap: function () {
        var cfg = [];

        //障碍物
        var cfg = [
            [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
            [0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0],
            [0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 1, 0],
            [0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0],
            [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
            [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0],
            [0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0],
            [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0],
            [0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0],
            [0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0],
        ];

        for (var i = 0; i < cfg.length; i++) {
            for (var j = 0; j < cfg[i].length; j++) {
                if (cfg[i][j] === 1) {
                    this.gridsList[j][this.mapH - i - 1].type = -1;
                    this.draw(j, this.mapH - i - 1, cc.Color.RED);
                }
            }
        }
    },

    onTouchEnd() {
        this.touch = false;
    },

    startFind() {
        // 开始寻路
        this.initMap();
        this.findPath(cc.v2(this.startX, this.startY), cc.v2(this.endX, this.endY));
    },

    initMap() {
        this.openList = [];
        this.closeList = [];
        this.path = [];
        // 初始化格子二维数组
        this.gridsList = new Array(this.mapW + 1);
        for (let col = 0; col < this.gridsList.length; col++) {
            this.gridsList[col] = new Array(this.mapH + 1);
        }


        this.map.clear();
        for (let col = 0; col <= this.mapW; col++) {
            for (let row = 0; row <= this.mapH; row++) {
                this.draw(col, row);
                this.addGrid(col, row, 0);
            }
        }

        //this.setMap();
        // 设置起点和终点
        let startX = this.startX;
        let startY = this.startY;

        let endX = this.endX;
        let endY = this.endY;
        cc.log(this.endX + "   " + this.endY);
        if (this.endX <= 0 || this.endX > this.mapW || this.endY <= 0 || this.endY > this.mapH) {
            return;
        }
        this.gridsList[startX][startY].type = 1;
        this.draw(this.startX, this.startY, cc.Color.YELLOW);
        this.gridsList[endX][endY].type = 2;
        this.draw(this.endX, this.endY, cc.Color.BLUE);
    },

    addGrid(x, y, type) {
        let grid = new Grid();
        grid.x = x;
        grid.y = y;
        grid.type = type;
        this.gridsList[x][y] = grid;
    },

    _sortFunc(x, y) {
        return x.f - y.f;
    },

    generatePath(grid) {
        this.path.push(grid);
        while (grid.parent) {
            grid = grid.parent;
            this.path.push(grid);
        }
        //cc.log("path.length: " + this.path.length);
        //cc.log("***********");
        for (let i = 0; i < this.path.length; i++) {
            // 起点终点不覆盖,方便看效果
            if (i != 0 && i != this.path.length - 1) {
                let grid = this.path[i];
                this.draw(grid.x, grid.y, cc.Color.GREEN);
                //cc.log(grid.x + "   " + grid.y);
            }
        }
        //cc.log(this.path.length);
    },

    move: function () {
        if (this.index >= 0 && this.index != this.path.length) {
            let grid = this.path[this.index];
            this.node.x = grid.x * (this._gridW + 2) + this._gridW / 2;
            this.node.y = grid.y * (this._gridH + 2) + this._gridH / 2;
            this.index--;
        }
    },


    findPath(startPos, endPos) {
        let startGrid = this.gridsList[startPos.x][startPos.y];
        let endGrid = this.gridsList[endPos.x][endPos.y];

        this.openList.push(startGrid);
        let curGrid = this.openList[0];
        while (this.openList.length > 0 && curGrid.type != 2) {
            // 每次都取出f值最小的节点进行查找
            curGrid = this.openList[0];
            if (curGrid.type == 2) {
                cc.log("find path success.");
                this.generatePath(curGrid);
                return;
            }

            for (let i = -1; i <= 1; i++) {
                for (let j = -1; j <= 1; j++) {
                    if (i != 0 || j != 0) {
                        let col = curGrid.x + i;
                        let row = curGrid.y + j;
                        if (col >= 0 && row >= 0 && col <= this.mapW && row <= this.mapH
                            && this.gridsList[col][row].type != -1
                            && this.closeList.indexOf(this.gridsList[col][row]) < 0) {
                            if (this.is8dir) {
                                // 8方向 斜向走动时要考虑相邻的是不是障碍物
                                if (this.gridsList[col - i][row].type == -1 || this.gridsList[col][row - j].type == -1) {
                                    continue;
                                }
                            } else {
                                // 四方形行走
                                if (Math.abs(i) == Math.abs(j)) {
                                    continue;
                                }
                            }

                            // 计算g值
                            let g = curGrid.g + parseInt(Math.sqrt(Math.pow(i * 10, 2) + Math.pow(j * 10, 2)));
                            if (this.gridsList[col][row].g == 0 || this.gridsList[col][row].g > g) {
                                this.gridsList[col][row].g = g;
                                // 更新父节点
                                this.gridsList[col][row].parent = curGrid;
                            }
                            // 计算h值 manhattan估算法
                            this.gridsList[col][row].h = Math.abs(endPos.x - col) + Math.abs(endPos.y - row);
                            // 更新f值
                            this.gridsList[col][row].f = this.gridsList[col][row].g + this.gridsList[col][row].h;
                            // 如果不在开放列表里则添加到开放列表里
                            if (this.openList.indexOf(this.gridsList[col][row]) < 0) {
                                this.openList.push(this.gridsList[col][row]);
                            }
                            // // 重新按照f值排序(升序排列)
                            // this.openList.sort(this._sortFunc);
                        }
                    }
                }
            }
            // 遍历完四周节点后把当前节点加入关闭列表
            this.closeList.push(curGrid);
            // 从开放列表把当前节点移除
            this.openList.splice(this.openList.indexOf(curGrid), 1);
            if (this.openList.length <= 0) {
                cc.log("find path failed.");
            }

            // 重新按照f值排序(升序排列)
            this.openList.sort(this._sortFunc);
        }
    },

    //画颜色
    draw(col, row, color) {
        color = color != undefined ? color : cc.Color.GRAY;
        this.map.fillColor = color;
        let posX = 2 + col * (this._gridW + 2);
        let posY = 2 + row * (this._gridH + 2);
        this.map.fillRect(posX, posY, this._gridW, this._gridH);
    }

});


链接:https://pan.baidu.com/s/1fdXgPvqw5JTsPN7XYZ99qw
提取码:x1ze
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相关标签: cocos