2017-04-24 66 views
0

我是新来的游戏开发,我建立了一个汽车游戏,自动移动,当它碰到一个怪物。现在我想让汽车移向怪物。所以我看着路径寻找算法和现在我想实现A-星寻路在我game.So函数算法寻找路径是象下面这样:如何让汽车向怪物移动

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

currentPath = findPath(world,pathStart,pathEnd); 
调用函数

但不能工作。我的工作pen

任何帮助表示赞赏。

+1

试着看看像Unity3D这样的游戏引擎。它也支持JS。 – Justinas

+0

当然,我会的。最初我专注于逻辑,然后去美化 – RKR

+0

那么,你有很多的代码和'代码不工作'。请尝试确定哪些是错误的,并告诉我们*如何*和*何时不能工作。 – Justinas

回答

1

这是一个简单的路径查找脚本,从头开始。

一旦你计算出了一条路径,它应该是微不足道的沿着它移动汽车。

此脚本有两个阶段:

  1. 世界生成

其中地图进行扫描以阻碍和怪物

  • 路径生成
  • 找到怪物并且正在计算路径的地方。

    //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);

    编辑1 - 无寻路

    我什至不知道你需要寻路的这一点。

    在汽车下面的例子只是朝着目标相对一推到他们的角度给它:

    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 = {}));

    只要有没有障碍,能正常工作。

    +0

    我认为我用来查找路径的函数也几乎是一样的。但是,问题在于将它与程序集成在一起。我更新了[pen](https:// codepen。io/RKR3/project/editor/ANBVpA /) – RKR

    +0

    非常感谢您宝贵的解释 – RKR

    +0

    我使用了第二个,但它会更好地理解和实现第一个我认为所以我试图修改你的第一个方法到我现有的但是我在将笔路算法集成到笔中时遇到了一些困难。您能帮我解决吗? – RKR