前面一章講了cocos2dx 中使用A星算法 這章中講 A*結合tiledmap 先看下效果圖 圖有點丑,忍受下 綠色的塊 表示人物的行走的路線(A*算法的結果) 紅色部分 表示A*算法搜尋過的點(越少,速度越快) 黑色的部分(其實是無色塊,因為背景是黑色的) 表示障礙物 這張圖是
前面一章講了cocos2dx 中使用A星算法
這章中講 A*結合tiledmap
先看下效果圖
圖有點丑,忍受下
綠色的塊 表示人物的行走的路線(A*算法的結果)
紅色部分 表示A*算法搜尋過的點(越少,速度越快)
黑色的部分(其實是無色塊,因為背景是黑色的) 表示障礙物
這張圖是用tiledmap做出來的, 看看里面的內容
可以看到 我把不能通過的地區的圖塊給刪了
tiledmap中有2個層 一個是background, 一個是road. 為了方便, 我把road也用同樣的圖片, 最好的方法是用一種同樣的瓦片拼接出來一條能走的路, 讓后把background圖層加到road圖層上就ok了.
下面直接上源碼, 用的時cocos2.2.3, 拷貝到項目中就能用了.當然別忘了自己做個像樣的tiledMap .
如果你覺得好用, 就在文章底下頂一個吧 , enjoy it !
#ifndef __HELLOWORLD_SCENE_H__ #define __HELLOWORLD_SCENE_H__ #include "cocos2d.h" #include "vector" using namespace std; USING_NS_CC; #define MAP_WIDTH 200//要比tmx中的map大 #define MAP_HEIGHT 200 class PathSprite { public: PathSprite(CCSprite* sprite) { m_parent = NULL; m_child = NULL; m_costToSource = 0; m_FValue = 0; m_sprite = sprite; }; public: CCSprite* m_sprite;//包含的瓦片精靈 PathSprite* m_parent;//父節點 PathSprite* m_child;//子節點 float m_costToSource;//到起始點的距離 int m_x;//地圖坐標 int m_y; float m_FValue; }; class PathSearchInfo//尋路類(主要負責尋路的參數和邏輯) { public: static int m_startX;//開始點 static int m_startY; static int m_endX;//結束點 static int m_endY; static CCSize m_mapSize;//地圖大小 static CCSize m_tileSize;//地圖的塊大小 static vectorm_openList;//開放列表(里面存放相鄰節點) static PathSprite* m_inspectArray[MAP_WIDTH][MAP_HEIGHT];//全部需要檢測的點 static vector m_pathList;//路徑列表 static vector m_haveInspectList;//檢測過的列表 static float calculateTwoObjDistance(PathSprite* obj1, PathSprite* obj2)//計算兩個物體間的距離 { // float _offsetX = obj1->m_x - obj2->m_x; // float _offsetY = obj1->m_y - obj2->m_y; // return sqrt( _offsetX * _offsetX + _offsetY * _offsetY); float _x = abs(obj2->m_x - obj1->m_x); float _y = abs(obj2->m_y - obj1->m_y); return _x + _y; } static void inspectTheAdjacentNodes(PathSprite* node, PathSprite* adjacent, PathSprite* endNode)//把相鄰的節點放入開放節點中 { if (adjacent) { float _x = abs(endNode->m_x - adjacent->m_x); float _y = abs(endNode->m_y - adjacent->m_y); float F , G, H1, H2, H3; adjacent->m_costToSource = node->m_costToSource + calculateTwoObjDistance(node, adjacent);//獲得累計的路程 G = adjacent->m_costToSource; //三種算法, 感覺H2不錯 H1 = _x + _y; H2 = hypot(_x, _y); H3 = max(_x, _y); #if 1 //A*算法 = Dijkstra算法 + 最佳優先搜索 F = G + H2; #endif #if 0//Dijkstra算法 F = G; #endif #if 0//最佳優先搜索 F = H2; #endif adjacent->m_FValue = F; adjacent->m_parent = node;//設置父節點 adjacent->m_sprite->setColor(ccORANGE);//搜尋過的節點設為橘色(測試用) m_haveInspectList.push_back(adjacent); node->m_child = adjacent;//設置子節點 PathSearchInfo::m_inspectArray[adjacent->m_x][adjacent->m_y] = NULL;//把檢測過的點從檢測列表中刪除 PathSearchInfo::m_openList.push_back(adjacent);//加入開放列表 } } static PathSprite* getMinPathFormOpenList()//從開放節點中獲取F值最小值的點 { if (m_openList.size()>0) { PathSprite* _sp =* m_openList.begin(); for (vector ::iterator iter = m_openList.begin(); iter != m_openList.end(); iter++) { if ((*iter)->m_FValue < _sp->m_FValue) { _sp = *iter; } } return _sp; } else { return NULL; } } static PathSprite* getObjFromInspectArray(int x, int y)//根據橫縱坐標從檢測數組中獲取點 { if (x >=0 && y >=0 && x < m_mapSize.width && y < m_mapSize.height) { return m_inspectArray[x][y]; } return NULL; } static bool removeObjFromOpenList( PathSprite* sprite)//從開放列表中移除對象 { if (!sprite) { return false; } for (vector ::iterator iter = m_openList.begin(); iter != m_openList.end(); iter++) { if (*iter == sprite) { m_openList.erase(iter); return true; } } return false; } }; class HelloWorld : public cocos2d::CCLayer { public: // Here's a difference. Method 'init' in cocos2d-x returns bool, instead of returning 'id' in cocos2d-iphone virtual bool init(); // there's no 'id' in cpp, so we recommend returning the class instance pointer static cocos2d::CCScene* scene(); // a selector callback void menuCloseCallback(CCObject* pSender); // implement the "static node()" method manually CREATE_FUNC(HelloWorld); void onEnter(); virtual bool ccTouchBegan(CCTouch* touch, CCEvent* event); virtual void ccTouchMoved(CCTouch* touch, CCEvent* event); virtual void ccTouchEnded(CCTouch* touch, CCEvent* event); void calculatePath();//計算路徑 void drawPath();//繪制路徑(測試用) void clearPath();//清理路徑 void playerMove();//人物走動 void update(float dt);//跟新大地圖(行走時, 人不動, 地圖跟著人動); public: CCPoint m_orignPoint;//人物的起始點 PathSprite* m_player;//人物點 int m_playerMoveStep;//人物當前的行程的索引 }; #endif // __HELLOWORLD_SCENE_H__
#include "HelloWorldScene.h" USING_NS_CC; vectorPathSearchInfo::m_openList; PathSprite* PathSearchInfo::m_inspectArray[MAP_WIDTH][MAP_HEIGHT] = {NULL}; vector PathSearchInfo::m_pathList; vector PathSearchInfo::m_haveInspectList; CCSize PathSearchInfo::m_mapSize; CCSize PathSearchInfo::m_tileSize; int PathSearchInfo::m_startX; int PathSearchInfo::m_startY; int PathSearchInfo::m_endX; int PathSearchInfo::m_endY; CCScene* HelloWorld::scene() { // 'scene' is an autorelease object CCScene *scene = CCScene::create(); // 'layer' is an autorelease object HelloWorld *layer = HelloWorld::create(); // add layer as a child to scene scene->addChild(layer); // return the scene return scene; } // on "init" you need to initialize your instance void HelloWorld::onEnter() { CCDirector* pDirector = CCDirector::sharedDirector(); pDirector->getTouchDispatcher()->addTargetedDelegate(this, 0, true); CCLayer::onEnter(); } bool HelloWorld::init() { ////////////////////////////// // 1. super init first if ( !CCLayer::init() ) { return false; } CCSize visibleSize = CCDirector::sharedDirector()->getVisibleSize(); CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin(); ///////////////////////////// // 2. add a menu item with "X" image, which is clicked to quit the program // you may modify it. CCLabelTTF* pLabel = CCLabelTTF::create("A* + tiledMap", "Arial", 24); // position the label on the center of the screen pLabel->setPosition(ccp(origin.x + visibleSize.width/2, origin.y + visibleSize.height - pLabel->getContentSize().height)); // add the label as a child to this layer this->addChild(pLabel, 1); this->scheduleUpdate(); CCTMXTiledMap* map = CCTMXTiledMap::create("gameMap.tmx"); this->addChild(map); map->setPosition(CCPoint()); CCTMXLayer* _road = map->layerNamed("road");//行走路徑的地圖 CCSize _mapSize = map->getMapSize(); for (int j = 0; j < _mapSize.height; j++) { for (int i = 0; i < _mapSize.width; i++) { CCSprite* _sp = _road->tileAt(CCPoint(i, j)); if (_sp) { PathSprite* _pathSprite = new PathSprite(_sp); _pathSprite->m_x = i; _pathSprite->m_y = j; PathSearchInfo::m_inspectArray[i][j] = _pathSprite;//把地圖中所有的點一一對應放入檢測列表中 } } } PathSearchInfo::m_mapSize = _mapSize;//獲取地圖的尺寸 PathSearchInfo::m_tileSize = map->getTileSize();//獲取瓦片的尺寸 //設置起始和終點 PathSearchInfo::m_startX =30; PathSearchInfo::m_startY = 75; //創建一個人物 m_player = new PathSprite(CCSprite::create("10001.png")); m_player->m_sprite->setAnchorPoint(CCPoint(0.5,0)); this->addChild(m_player->m_sprite); m_player->m_x = PathSearchInfo::m_startX;//設置人物的起始的地圖坐標 m_player->m_y = PathSearchInfo::m_startY; m_orignPoint = PathSearchInfo::m_inspectArray[PathSearchInfo::m_startX][PathSearchInfo::m_startY]->m_sprite->getPosition(); m_player->m_sprite->setPosition(m_orignPoint);//設置人物的起始的世界坐標 return true; } void HelloWorld::calculatePath() { //得到開始點的節點 PathSprite* _startNode = PathSearchInfo::m_inspectArray[PathSearchInfo::m_startX][PathSearchInfo::m_startY]; //得到結束點的節點 PathSprite* _endNode = PathSearchInfo::m_inspectArray[PathSearchInfo::m_endX][PathSearchInfo::m_endY]; //因為是開始點 把到起始點的距離設為0, F值也為0 _startNode->m_costToSource = 0; _startNode->m_FValue = 0; //把已經檢測過的點從檢測列表中刪除 PathSearchInfo::m_inspectArray[PathSearchInfo::m_startX][PathSearchInfo::m_startY] = NULL; //把該點放入已經檢測過點的列表中 PathSearchInfo::m_haveInspectList.push_back(_startNode); //然后加入開放列表 PathSearchInfo::m_openList.push_back(_startNode); PathSprite* _node = NULL; while (true) { //得到離起始點最近的點(如果是第一次執行, 得到的是起點) _node = PathSearchInfo::getMinPathFormOpenList(); if (!_node) { //找不到路徑 break; } //把計算過的點從開放列表中刪除 PathSearchInfo::removeObjFromOpenList( _node); int _x = _node->m_x; int _y = _node->m_y; // if (_x ==PathSearchInfo::m_endX && _y == PathSearchInfo::m_endY) { break; } //檢測8個方向的相鄰節點是否可以放入開放列表中 CCLog("%d, %d",_x, _y); PathSprite* _adjacent = PathSearchInfo::getObjFromInspectArray( _x + 1, _y + 1); PathSearchInfo::inspectTheAdjacentNodes(_node, _adjacent, _endNode); _adjacent = PathSearchInfo::getObjFromInspectArray( _x +1, _y); PathSearchInfo::inspectTheAdjacentNodes(_node, _adjacent, _endNode); _adjacent = PathSearchInfo::getObjFromInspectArray( _x +1, _y-1); PathSearchInfo::inspectTheAdjacentNodes(_node, _adjacent, _endNode); _adjacent = PathSearchInfo::getObjFromInspectArray( _x , _y -1); PathSearchInfo::inspectTheAdjacentNodes(_node, _adjacent, _endNode); _adjacent = PathSearchInfo::getObjFromInspectArray( _x -1, _y - 1); PathSearchInfo::inspectTheAdjacentNodes(_node, _adjacent, _endNode); _adjacent = PathSearchInfo::getObjFromInspectArray( _x -1, _y); PathSearchInfo::inspectTheAdjacentNodes(_node, _adjacent, _endNode); _adjacent = PathSearchInfo::getObjFromInspectArray( _x -1, _y+1); PathSearchInfo::inspectTheAdjacentNodes(_node, _adjacent, _endNode); _adjacent = PathSearchInfo::getObjFromInspectArray( _x , _y+1); PathSearchInfo::inspectTheAdjacentNodes(_node, _adjacent, _endNode); } while (_node) { //把路徑點加入到路徑列表中 PathSearchInfo::m_pathList.insert(PathSearchInfo::m_pathList.begin(), _node); _node = _node->m_parent; } } void HelloWorld::drawPath( ) { for (vector ::iterator iter = PathSearchInfo::m_pathList.begin(); iter != PathSearchInfo::m_pathList.end(); iter++) { (*iter)->m_sprite->setColor(ccGREEN); } } CCRect getBoundingBox(float x, float y, float width, float height) { return CCRect(x - width/2, y - height/2, width, height); } bool HelloWorld::ccTouchBegan(CCTouch* touch, CCEvent* event) { //清除之前的路徑 clearPath(); auto nodePosition = convertToNodeSpace( touch->getLocation() ); CCLog("%f, %f", nodePosition.x, nodePosition.y); // for (int i = 0; i < PathSearchInfo::m_inspectList.size(); i++) // { // PathSprite* _sp = PathSearchInfo::m_inspectList[i]; // // CCRect _rect = getBoundingBox( _sp->m_sprite->getPositionX(), _sp->m_sprite->getPositionY(), _sp->m_sprite->getContentSize().width, _sp->m_sprite->getContentSize().height); // // if (_rect.containsPoint(nodePosition)) // { PathSprite* _sp = PathSearchInfo::m_inspectArray[(int)(nodePosition.x/PathSearchInfo::m_tileSize.width)][(int)(PathSearchInfo::m_mapSize.height - nodePosition.y/PathSearchInfo::m_tileSize.height)]; if (_sp) { CCLog("%f, %f", _sp->m_sprite->getPositionX(), _sp->m_sprite->getPositionY()); //獲取觸摸點, 設置為終點 PathSearchInfo::m_endX = _sp->m_x; PathSearchInfo::m_endY = _sp->m_y; //計算路徑 calculatePath(); //繪制路徑 drawPath( ); //移動物體 playerMove(); } // } // // } return true; } void HelloWorld::ccTouchMoved(CCTouch* touch, CCEvent* event) { } void HelloWorld::ccTouchEnded(CCTouch* touch, CCEvent* event) { } void HelloWorld::menuCloseCallback(CCObject* pSender) { #if (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) || (CC_TARGET_PLATFORM == CC_PLATFORM_WP8) CCMessageBox("You pressed the close button. Windows Store Apps do not implement a close button.","Alert"); #else CCDirector::sharedDirector()->end(); #if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS) exit(0); #endif #endif } void HelloWorld::clearPath() { for (vector ::iterator iter = PathSearchInfo::m_haveInspectList.begin(); iter != PathSearchInfo::m_haveInspectList.end(); iter++) { (*iter)->m_sprite->setColor(ccWHITE); (*iter)->m_costToSource = 0; (*iter)->m_FValue = 0; (*iter)->m_parent = NULL; (*iter)->m_child = NULL; PathSearchInfo::m_inspectArray[(*iter)->m_x][(*iter)->m_y] = (*iter); } //把移除了障礙物的地圖放入檢測列表中 //PathSearchInfo::m_inspectList = PathSearchInfo::m_mapList; PathSearchInfo::m_openList.clear(); PathSearchInfo::m_pathList.clear(); PathSearchInfo::m_haveInspectList.clear(); PathSearchInfo::m_startX = m_player->m_x; PathSearchInfo::m_startY = m_player->m_y; m_player->m_sprite->stopAllActions(); m_playerMoveStep = 0; } void HelloWorld::playerMove() { m_playerMoveStep++; if (m_playerMoveStep >= PathSearchInfo::m_pathList.size()) { return; } m_player->m_x = PathSearchInfo::m_pathList[m_playerMoveStep]->m_x; m_player->m_y = PathSearchInfo::m_pathList[m_playerMoveStep]->m_y; //根據路徑列表移動人物 m_player->m_sprite->runAction(CCSequence::create(CCMoveTo::create(1/24.0, PathSearchInfo::m_pathList[m_playerMoveStep]->m_sprite->getPosition()), CCCallFunc::create(this, SEL_CallFunc(&HelloWorld::playerMove)) , NULL)); } void HelloWorld::update(float dt) { this->setPosition(m_orignPoint - m_player->m_sprite->getPosition()); }
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