Almost working pathfinding

This commit is contained in:
2012-10-01 17:35:38 +02:00
parent f8d568371b
commit 3b718e34a3
5 changed files with 77 additions and 32 deletions
+30 -13
View File
@@ -29,6 +29,8 @@ namespace DepthsBelow.Component
public Point Start { get; private set; }
public byte[,] CollisionMap;
private Point goal;
public Point Goal
{
@@ -36,8 +38,8 @@ namespace DepthsBelow.Component
set
{
this.goal = value;
this.Start = this.Parent.GetComponent<Transform>().Grid.Position;
this.FindPath(this.Start, value);
//this.Start = this.Parent.GetComponent<Transform>().Grid.Position;
this.FindPath(this.Parent.GetComponent<Transform>().Grid.Position, value, null);
}
}
@@ -47,16 +49,7 @@ namespace DepthsBelow.Component
public PathFinder(Entity parent)
: base(parent)
{
pathFinder = new AStar.PathFinderFast(Core.Map.GetCollisionMap());
pathFinder.Formula = AStar.HeuristicFormula.Manhattan;
pathFinder.Diagonals = false;
pathFinder.HeavyDiagonals = false;
pathFinder.HeuristicEstimate = 2;
pathFinder.PunishChangeDirection = true;
pathFinder.TieBreaker = false;
pathFinder.SearchLimit = 50000;
pathFinder.DebugProgress = false;
pathFinder.DebugFoundPath = false;
}
public override void Update(GameTime gameTime)
@@ -86,8 +79,25 @@ namespace DepthsBelow.Component
return (Node)nextNode;
}
public List<AStar.PathFinderNode> FindPath(Point start, Point goal)
private List<AStar.PathFinderNode> FindPath(Point start, Point goal, List<Point> appendCollisionMap)
{
byte[,] mapCollisionMap = Core.Map.GetCollisionMap();
if (appendCollisionMap != null)
foreach (var point in appendCollisionMap)
mapCollisionMap[point.X, point.Y] = 0;
pathFinder = new AStar.PathFinderFast(mapCollisionMap);
pathFinder.Formula = AStar.HeuristicFormula.Manhattan;
pathFinder.Diagonals = false;
pathFinder.HeavyDiagonals = false;
pathFinder.HeuristicEstimate = 2;
pathFinder.PunishChangeDirection = false;
pathFinder.TieBreaker = false;
pathFinder.SearchLimit = 50000;
pathFinder.DebugProgress = false;
pathFinder.DebugFoundPath = false;
var _start = new System.Drawing.Point(start.X, start.Y);
var _goal = new System.Drawing.Point(goal.X, goal.Y);
//path = Core.PathFinder.FindPath(_start, _goal);
@@ -95,7 +105,14 @@ namespace DepthsBelow.Component
if (path == null)
Debug.WriteLine(this.Parent.ToString() + ": Path not found!");
this.CollisionMap = new byte[100, 100];
return path;
}
public void RecreatePath(List<Point> appendCollisionMap)
{
FindPath(this.Parent.GetComponent<Transform>().Grid.Position, this.Goal, appendCollisionMap);
}
}
}
+1 -1
View File
@@ -29,7 +29,7 @@ namespace DepthsBelow
}
}
private Core core;
protected Core core;
public Entity(Core core)
{
+1 -1
View File
@@ -72,7 +72,7 @@ namespace DepthsBelow
{
if (mapObject.Type == "SquadStart")
{
var soldier = new Soldier(core);
var soldier = new Soldier(core, ref core.Squad);
// HACK: For some reason, the tile object coordinates are offset by one tile on the Y-axis in the Tiled map file (https://github.com/bjorn/tiled/issues/91)
var mapObjectPos = new Vector2(mapObject.Bounds.X, mapObject.Bounds.Y - Grid.TileSize);
var mapObjectGridPos = Grid.WorldToGrid(mapObjectPos);
+3 -3
View File
@@ -25,7 +25,7 @@ namespace DepthsBelow
bool checkingDirection = false;
public MouseInput(Core core)
public MouseInput(Core core)
{
this.core = core;
@@ -104,8 +104,8 @@ public MouseInput(Core core)
}
if (checkingDirection == true && ms.RightButton == ButtonState.Pressed)
{
directionNow.X = ms.X;
directionNow.Y = ms.Y;
directionNow.X = mouseWorldPos.X;
directionNow.Y = mouseWorldPos.Y;
}
else
{
+42 -14
View File
@@ -1,4 +1,5 @@
using System;
using System.Collections.Generic;
using DepthsBelow.Component;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
@@ -13,13 +14,17 @@ namespace DepthsBelow
public static Point Origin;
private bool _selected;
public List<Soldier> Squad;
private PathFinder.Node nextNode;
public Soldier(Core core) : base(core)
public Soldier(Core core, ref List<Soldier> squad) : base(core)
{
if (Texture == null)
LoadContent(core);
this.Squad = squad;
Transform.World.Origin = new Vector2(16, 16);
this.Color = Color.White;
@@ -52,25 +57,48 @@ namespace DepthsBelow
{
base.Update(gameTime);
float elapsed = gameTime.ElapsedGameTime.Milliseconds / 1000.0f;
if (nextNode == null)
nextNode = GetComponent<PathFinder>().Next();
if (nextNode != null)
{
var nodeWorldPos = Grid.GridToWorld(nextNode.Position);
// HACK: Make this work properly with other speeds...
int speed = 2*4;
if (Transform.World.X < nodeWorldPos.X)
Transform.World.X += speed;
if (Transform.World.X > nodeWorldPos.X)
Transform.World.X -= speed;
if (Transform.World.Y < nodeWorldPos.Y)
Transform.World.Y += speed;
if (Transform.World.Y > nodeWorldPos.Y)
Transform.World.Y -= speed;
List<Point> soldierCollisions = new List<Point>();
if (Transform.World == nodeWorldPos)
nextNode = GetComponent<PathFinder>().Next();
foreach (var soldier in Squad)
{
if (soldier != this)
{
if (soldier.Transform.Grid == nextNode.Position)
{
soldierCollisions.Add(soldier.Transform.Grid);
GetComponent<PathFinder>().RecreatePath(soldierCollisions);
nextNode = GetComponent<PathFinder>().Next();
break;
}
}
}
if (nextNode != null)
{
var nodeWorldPos = Grid.GridToWorld(nextNode.Position);
// HACK: Make this work properly with other speeds...
float speed = 4f;
if (Transform.World.X < nodeWorldPos.X)
Transform.World.X += speed;
if (Transform.World.X > nodeWorldPos.X)
Transform.World.X -= speed;
if (Transform.World.Y < nodeWorldPos.Y)
Transform.World.Y += speed;
if (Transform.World.Y > nodeWorldPos.Y)
Transform.World.Y -= speed;
if (Transform.World == nodeWorldPos)
nextNode = GetComponent<PathFinder>().Next();
}
}