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cocos2dx for lua A*寻路算法实现2

时间:2015-11-21 11:54:13      阅读:281      评论:0      收藏:0      [点我收藏+]

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关于A*算法的实现过程,简单来说就是一个计算权限的过程。

 

首先,创建一个地图节点类,"MapNode.lua"

local MapNode = class("MapNode")

 

function MapNode:ctor()

    self._row = 0--行

    self._col = 0--列

    self._parent = nil--父节点

    self._f = 0--当前节点的总开销

    self._g = 0--当前节点的累计开销

    self._h = 0--启发因子

end

 

return MapNode

 

"TestScene.lua"

 

local MapNode = require "app.views.MapNode"

 

local TestScene = class("TestScene",cc.load("mvc").ViewBase)

 

local mapCol = 9

local mapRow = 9

local tileWidth = 50

local tileHeight = 50

 

local Direction = {}--方向

Direction.Right = 0

Direction.Right_Down = 1

Direction.Down = 2

Direction.Left_Down = 3

Direction.Left = 4

Direction.Left_Up = 5

Direction.Up = 6

Direction.Right_Up = 7

 

 

function TestScene:ctor()

    self._mapData = {}--地图数据

    for i = 0,mapRow -1 do

        self._mapData[i] = {}

        for j = 0,mapCol -1 do

            self._mapData[i][j] = 0

        end

    end

    

    self._map = {}

    self._lPath = {}--收集的路径

    self._bFind = false

    for i = 0,mapRow -1 do

        self._map[i] = {}

        for j = 0,mapCol -1 do

            local mapNode = MapNode.new()

            mapNode._row = i

            mapNode._col = j

            self._map[i][j] = mapNode

        end

    end

    

    for i = 1,mapCol do--创建地图快图片

        for j = 1,mapRow do

            local tileSp = cc.Sprite:create("tilemap.png")

            self:addChild(tileSp)

            tileSp:setPosition(i*tileWidth-(tileWidth*0.5),j*tileHeight-(tileWidth*0.5))

        end

    end

    

    local from = cc.p(0,0)--起点

    local to = cc.p(7,8)--目标点

    local sp1 = display.newSprite("qizi.png",to.x *tileWidth+(tileWidth*0.5),to.y *tileHeight+(tileWidth*0.5))--目标点图片

    self:addChild(sp1)

    

    local sp2 = display.newSprite("qizi.png",from.x *tileWidth+(tileWidth*0.5),from.y *tileHeight+(tileWidth*0.5))--起点图片

    self:addChild(sp2)

    

    self:setCollisionSp()

    

    self._sprite = sp.SkeletonAnimation:create("spine/116_m_fks/116_m_fks.json","spine/116_m_fks/116_m_fks.atlas",0.08)

    self._sprite:setAnimation(0,"stanby_1",true)--创建角色

    self._sprite:setScale(-1,1)

    self._sprite:setPosition(from.x *tileWidth+(tileWidth*0.5),from.y *tileHeight)

    self:addChild(self._sprite)

    

    self:processAStar(from,to)--收集路径到_lPath

    self:drawPathNode()

    self._posIndex = #self._lPath

    self:moveSprite()

end

 

function TestScene:drawPathNode()--画路径图片

    for k,v in pairs(self._lPath) do

        local sp3 = display.newSprite("redPoint.png",v._col *tileWidth+(tileWidth*0.5),v._row  *tileWidth+(tileWidth*0.5))

        self:addChild(sp3)

    end

end

 

function TestScene:moveSprite()--移动精灵

    local x = self._lPath[self._posIndex]._col *tileWidth+(tileWidth*0.5)

    local y = self._lPath[self._posIndex]._row *tileWidth+(tileWidth*0.5)

    transition.moveTo(self._sprite,{x = x,y = y,time = 1,onComplete = function() 

        self._posIndex = self._posIndex - 1

        if self._posIndex == 0 then

            return

        end

        self:moveSprite()

    end})

end

 

function TestScene:setCollisionSp()--设置障碍物

    for i = 3,6 do

        for j = 3,6 do

            self._mapData[i][j] = 1

            local sp = display.newSprite("collision.png",i*tileWidth+(tileWidth*0.5),j*tileHeight+(tileWidth*0.5))

            self:addChild(sp)

        end

    end

end

 

function TestScene:canPass(row,col)--判断是否能够通过

    if self._mapData[col][row] == 0 then

        return true

    end

    return false

end

 

function TestScene:getAdjacent(currentPos,dir)--根据方向获取相邻格子的位置

if dir == Direction.Right then

        return cc.p(currentPos.x + 1,currentPos.y)

    elseif dir == Direction.Right_Down then

        return cc.p(currentPos.x + 1,currentPos.y - 1)

    elseif dir == Direction.Down then

        return cc.p(currentPos.x,currentPos.y - 1)

    elseif dir == Direction.Left_Down then

        return cc.p(currentPos.x - 1,currentPos.y - 1)

    elseif dir == Direction.Left then

        return cc.p(currentPos.x - 1,currentPos.y)

    elseif dir == Direction.Left_Up then

        return cc.p(currentPos.x - 1,currentPos.y + 1)

    elseif dir == Direction.Up then

        return cc.p(currentPos.x,currentPos.y + 1)

    elseif dir == Direction.Right_Up then

        return cc.p(currentPos.x + 1,currentPos.y + 1)

end

end

 

function TestScene:AStarCore(fromPos,toPos)--算法核心代码

    local open = {}

    local close = {}

    

    local targetNode = self._map[toPos.y][toPos.x]

    local fromNode = self._map[fromPos.y][fromPos.x]

    

    local f,g,h;

    fromNode._g = 0

    fromNode._h = math.abs(fromPos.x - toPos.x) +  math.abs(fromPos.y - toPos.y)

    fromNode._f = fromNode._h

    

    open[#open + 1] = fromNode

    while #open > 0 do

    local mapNode = open[1]

        table.remove(open,1)

    

    if mapNode._row == toPos.x and mapNode._col == toPos.y then

       return true

    end

    

    close[#close + 1]  = mapNode

    local parentPos = cc.p(mapNode._col,mapNode._row)

    local adjacentPos = nil

    local adjacentNode = nil

    

    for i = 0,7 do

            adjacentPos = self:getAdjacent(parentPos,i)

            if adjacentPos.x >= 0 and adjacentPos.x < mapCol and adjacentPos.y >= 0 and adjacentPos.y < mapRow then     

                adjacentNode = self._map[adjacentPos.y][adjacentPos.x]

                if self:canPass(adjacentPos.y,adjacentPos.x) == true and self:isContain(close,adjacentNode) == false and 

                    self:isContain(open,adjacentNode) == false then

                    if i % 2 == 0 then

                        g = adjacentNode._g + 1

                    else

                        g = adjacentNode._g + 1.4

                    end

                    h = math.abs(adjacentPos.x -toPos.x) + math.abs(adjacentPos.y - toPos.y)

                    f = g + h

                    

                    adjacentNode._parent = mapNode

                    adjacentNode._f = f

                    adjacentNode._g = g

                    adjacentNode._h = h

                    open[#open + 1] = adjacentNode

                end

            end

    end

    table.sort(open,function(a,b)

       return a._f < b._f

    end)

    end

    return false

end

 

function TestScene:processAStar(from,to)--执行A*算法

    local f = self:AStarCore(from,to)

    if f ==  true then

        self:collectRoute(from,to)

        release_print(true)

        return true

    end

    return false

end

 

function TestScene:collectRoute(from,to)--收集路线

    self._lPath = {}

    local mapNode = self._map[to.y][to.x]

    self._lPath[#self._lPath + 1] = mapNode

    while mapNode._col ~= from.x or mapNode._row ~= from.y do

        mapNode = mapNode._parent

        self._lPath[#self._lPath + 1] = mapNode

    end

end

 

function TestScene:isContain(tbl,cell) --在table中是否包含某个单元

    for k,v in pairs(tbl) do

        if tbl[k] == cell then

            return true

        end

    end

    return false

end

 

return TestScene

 

执行效果如下:

 

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转载请注明出处,from 博客园HemJohn

cocos2dx for lua A*寻路算法实现2

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原文地址:http://www.cnblogs.com/HemJohn/p/4983221.html

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