大熊猫猪·侯佩原创或翻译作品.欢迎转载,转载请注明出处.
如果觉得写的不好请告诉我,如果觉得不错请多多支持点赞.谢谢! hopy ;)
检查我们的起点和终点免责申明:本博客提供的所有翻译文章原稿均来自互联网,仅供学习交流之用,请勿进行商业用途。同时,转载时不要移除本申明。如产生任何纠纷,均与本博客所有人、发表该翻译稿之人无任何关系。谢谢合作!
现在前奏已经结束了,让我们用新的实现替换movetoward方法.
我们将从瓦片坐标系中取得现有开始位置(点A)和目标位置(点B)开始.然后我们将检查是否需要计算路径,并且最终测试目标位置是否为可达的(在我们的例子中只有墙是不可达的).
将movetoard方法替换为如下代码:
- (voID)movetoward:(CGPoint)target{ // Get current tile coordinate and desired tile coord CGPoint fromTileCoord = [_layer tileCoordForposition:self.position]; CGPoint toTileCoord = [_layer tileCoordForposition:target]; // Check that there is a path to compute ;-) if (CGPointEqualtopoint(fromTileCoord,toTileCoord)) { NSLog(@"You're already there! :P"); return; } // Must check that the desired location is walkable // In our case it's really easy,because only wall are unwalkable if ([_layer isWallAtTileCoord:toTileCoord]) { [[SimpleAudioEngine sharedEngine] playEffect:@"hitWall.wav"]; return; } NSLog(@"From: %@",NsstringFromCGPoint(fromTileCoord)); NSLog(@"To: %@",NsstringFromCGPoint(toTileCoord));}
编译运行并且点击地图.如果你没有在墙上点击的话,在控制台中你将看到”from”等于{24,0},这时猫咪的位置.你将同样注意到”to”的坐标系的x和y值在[0;24]之间,这是用来在地图坐标系中表示你在什么位置点击.
实现A*算法根据我们的算法,第一步是将当前位置添加到开放列表中.
我们同样需要3个帮助方法:
一个方法将ShortestPathStep插入到开放列表中合适的位置上(根据F值排序). 一个方法计算一个瓦块到其邻居瓦块的移动花费. 一个方法去计算瓦块的H值,依据”城区”算法.打开CatSprite.m做出如下修改:
// In "private propertIEs and methods" section- (voID)insertInopenSteps:(ShortestPathStep *)step;- (int)computeHscoreFromCoord:(CGPoint)fromCoord toCoord:(CGPoint)toCoord;- (int)costToMoveFromStep:(ShortestPathStep *)fromStep toAdjacentStep:(ShortestPathStep *)toStep;// Add these new methods after movetoward// Insert a path step (ShortestPathStep) in the ordered open steps List (spOpenSteps)- (voID)insertInopenSteps:(ShortestPathStep *)step{ int stepFscore = [step fscore]; // Compute the step's F score int count = [self.spOpenSteps count]; int i = 0; // This will be the index at which we will insert the step for (; i < count; i++) { if (stepFscore <= [[self.spOpenSteps objectAtIndex:i] fscore]) { // If the step's F score is lower or equals to the step at index i // Then we found the index at which we have to insert the new step // Basically we want the List sorted by F score break; } } // Insert the new step at the determined index to preserve the F score ordering [self.spOpenSteps insertObject:step atIndex:i];}// Compute the H score from a position to another (from the current position to the final desired position- (int)computeHscoreFromCoord:(CGPoint)fromCoord toCoord:(CGPoint)toCoord{ // Here we use the Manhattan method,which cal@R_419_6603@tes the total number of step moved horizontally and vertically to reach the // final desired step from the current step,ignoring any obstacles that may be in the way return abs(toCoord.x - fromCoord.x) + abs(toCoord.y - fromCoord.y);}// Compute the cost of moving from a step to an adjacent one- (int)costToMoveFromStep:(ShortestPathStep *)fromStep toAdjacentStep:(ShortestPathStep *)toStep{ // Because we can't move diagonally and because terrain is just walkable or unwalkable the cost is always the same. // But it have to be different if we can move diagonally and/or if there is swamps,hills,etc... return 1;}
上面代码中的注释应该解释的足够详细了,请花时间把它们读一遍.
接下来,我们需要一个方法去取得指定瓦块的所有可到达的邻居瓦块.因为在这个游戏中HelloWorldLayer管理着地图,我们需要将方法添加都其中去.
打开HelloWorldLayer.h,在@interface之后增加方法的定义:
- (NSArray *)walkableAdjacentTilesCoordForTileCoord:(CGPoint)tileCoord;
然后添加实现代码到HelloWorldLayer.m中去:
- (NSArray *)walkableAdjacentTilesCoordForTileCoord:(CGPoint)tileCoord{ NSMutableArray *tmp = [NSMutableArray arrayWithCapacity:4]; // top CGPoint p = CGPointMake(tileCoord.x,tileCoord.y - 1); if ([self isValIDTileCoord:p] && ![self isWallAtTileCoord:p]) { [tmp addobject:[NSValue valueWithCGPoint:p]]; } // left p = CGPointMake(tileCoord.x - 1,tileCoord.y); if ([self isValIDTileCoord:p] && ![self isWallAtTileCoord:p]) { [tmp addobject:[NSValue valueWithCGPoint:p]]; } // Bottom p = CGPointMake(tileCoord.x,tileCoord.y + 1); if ([self isValIDTileCoord:p] && ![self isWallAtTileCoord:p]) { [tmp addobject:[NSValue valueWithCGPoint:p]]; } // Right p = CGPointMake(tileCoord.x + 1,tileCoord.y); if ([self isValIDTileCoord:p] && ![self isWallAtTileCoord:p]) { [tmp addobject:[NSValue valueWithCGPoint:p]]; } return [NSArray arrayWithArray:tmp];}
现在我们已经有了这些帮助方法,我们可以继续在CatSprite.m中实现我们的movetoward方法.添加如下的代码到movetoward方法的最后:
BOol pathFound = NO;self.spOpenSteps = [[[NSMutableArray alloc] init] autorelease];self.spClosedSteps = [[[NSMutableArray alloc] init] autorelease];// Start by adding the from position to the open List[self insertInopenSteps:[[[ShortestPathStep alloc] initWithposition:fromTileCoord] autorelease]];do { // Get the lowest F cost step // Because the List is ordered,the first step is always the one with the lowest F cost ShortestPathStep *currentStep = [self.spOpenSteps objectAtIndex:0]; // Add the current step to the closed set [self.spClosedSteps addobject:currentStep]; // Remove it from the open List // Note that if we wanted to first removing from the open List,care should be taken to the memory [self.spOpenSteps removeObjectAtIndex:0]; // If the currentStep is the desired tile coordinate,we are done! if (CGPointEqualtopoint(currentStep.position,toTileCoord)) { pathFound = YES; ShortestPathStep *tmpStep = currentStep; NSLog(@"PATH FOUND :"); do { NSLog(@"%@",tmpStep); tmpStep = tmpStep.parent; // Go backward } while (tmpStep != nil); // Until there is not more parent self.spOpenSteps = nil; // Set to nil to release unused memory self.spClosedSteps = nil; // Set to nil to release unused memory break; } // Get the adjacent tiles coord of the current step NSArray *adJsteps = [_layer walkableAdjacentTilesCoordForTileCoord:currentStep.position]; for (NSValue *v in adJsteps) { ShortestPathStep *step = [[ShortestPathStep alloc] initWithposition:[v CGPointValue]]; // Check if the step isn't already in the closed set if ([self.spClosedSteps containsObject:step]) { [step release]; // Must releasing it to not leaking memory ;-) continue; // Ignore it } // Compute the cost from the current step to that step int moveCost = [self costToMoveFromStep:currentStep toAdjacentStep:step]; // Check if the step is already in the open List NSUInteger index = [self.spOpenSteps indexOfObject:step]; if (index == NSNotFound) { // Not on the open List,so add it // Set the current step as the parent step.parent = currentStep; // The G score is equal to the parent G score + the cost to move from the parent to it step.gscore = currentStep.gscore + moveCost; // Compute the H score which is the estimated movement cost to move from that step to the desired tile coordinate step.hscore = [self computeHscoreFromCoord:step.position toCoord:toTileCoord]; // Adding it with the function which is preserving the List ordered by F score [self insertInopenSteps:step]; // Done,Now release the step [step release]; } else { // Already in the open List [step release]; // Release the freshly created one step = [self.spOpenSteps objectAtIndex:index]; // To retrIEve the old one (which has its scores already computed ;-) // Check to see if the G score for that step is lower if we use the current step to get there if ((currentStep.gscore + moveCost) < step.gscore) { // The G score is equal to the parent G score + the cost to move from the parent to it step.gscore = currentStep.gscore + moveCost; // Because the G score has changed,the F score may have changed too // So to keep the open List ordered we have to remove the step,and re-insert it with // the insert function which is preserving the List ordered by F score // We have to retain it before removing it from the List [step retain]; // Now we can removing it from the List without be afraID that it can be released [self.spOpenSteps removeObjectAtIndex:index]; // Re-insert it with the function which is preserving the List ordered by F score [self insertInopenSteps:step]; // Now we can release it because the oredered List retain it [step release]; } } }} while ([self.spOpenSteps count] > 0);if (!pathFound) { // No path found [[SimpleAudioEngine sharedEngine] playEffect:@"hitWall.wav"];}
再一次,上面代码中的注释应该对于每一点工作起了很好的解释作用.所以当你添加代码和阅读过注释之后,尝试去编译运行app!
如果你点击如下图所示的瓦片:
你应该在控制台中看到如下显示:
<ShortestPathStep: 0x6a336b0> pos=[22;3] g=9 h=0 f=9<ShortestPathStep: 0x6a33570> pos=[21;3] g=8 h=1 f=9<ShortestPathStep: 0x6a33400> pos=[20;3] g=7 h=2 f=9<ShortestPathStep: 0x6a328c0> pos=[20;2] g=6 h=3 f=9<ShortestPathStep: 0x6a32750> pos=[20;1] g=5 h=4 f=9<ShortestPathStep: 0x6a7b940> pos=[21;1] g=4 h=3 f=7<ShortestPathStep: 0x6a7b810> pos=[22;1] g=3 h=2 f=5<ShortestPathStep: 0x6a7b700> pos=[23;1] g=2 h=3 f=5<ShortestPathStep: 0x6a86150> pos=[24;1] g=1 h=4 f=5<ShortestPathStep: 0x6a321c0> pos=[24;0] g=0 h=0 f=0
别忘了路径是反向建立起来的,所以你必须从后向前读.我建议你尝试去在地图上实际匹配这些瓦块,这样你就可以明白最短路径实际是如何工作的!
总结以上是内存溢出为你收集整理的如何在Cocos2D游戏中实现A*寻路算法(四)全部内容,希望文章能够帮你解决如何在Cocos2D游戏中实现A*寻路算法(四)所遇到的程序开发问题。
如果觉得内存溢出网站内容还不错,欢迎将内存溢出网站推荐给程序员好友。
欢迎分享,转载请注明来源:内存溢出
评论列表(0条)