cocos2dx A* + tiledMap
前面一章讲了cocos2dx 中使用A星算法 这章中讲 A*结合tiledmap 先看下效果图 图有点丑,忍受下 绿色的块 表示人物的行走的路线(A*算法的结果) 红色部分 表示A*算法搜寻过的点(越少,速度越快) 黑色的部分(其实是无色块,因为背景是黑色的) 表示障碍物 这张图是
前面一章讲了cocos2dx 中使用A星算法
这章中讲 A*结合tiledmap
先看下效果图
图有点丑,忍受下
绿色的块 表示人物的行走的路线(A*算法的结果)
红色部分 表示A*算法搜寻过的点(越少,速度越快)
黑色的部分(其实是无色块,因为背景是黑色的) 表示障碍物
这张图是用tiledmap做出来的, 看看里面的内容
可以看到 我把不能通过的地区的图块给删了
tiledmap中有2个层 一个是background, 一个是road. 为了方便, 我把road也用同样的图片, 最好的方法是用一种同样的瓦片拼接出来一条能走的路, 让后把background图层加到road图层上就ok了.
下面直接上源码, 用的时cocos2.2.3, 拷贝到项目中就能用了.当然别忘了自己做个像样的tiledMap .
如果你觉得好用, 就在文章底下顶一个吧 , 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;//包含的瓦片精灵 PathSprite* m_parent;//父节点 PathSprite* m_child;//子节点 float m_costToSource;//到起始点的距离 int m_x;//地图坐标 int m_y; float m_FValue; }; class PathSearchInfo//寻路类(主要负责寻路的参数和逻辑) { public: static int m_startX;//开始点 static int m_startY; static int m_endX;//结束点 static int m_endY; static CCSize m_mapSize;//地图大小 static CCSize m_tileSize;//地图的块大小 static vector<pathsprite> m_openList;//开放列表(里面存放相邻节点) static PathSprite* m_inspectArray[MAP_WIDTH][MAP_HEIGHT];//全部需要检测的点 static vector<pathsprite> m_pathList;//路径列表 static vector<pathsprite> m_haveInspectList;//检测过的列表 static float calculateTwoObjDistance(PathSprite* obj1, PathSprite* obj2)//计算两个物体间的距离 { // 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)//把相邻的节点放入开放节点中 { 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);//获得累计的路程 G = adjacent->m_costToSource; //三种算法, 感觉H2不错 H1 = _x + _y; H2 = hypot(_x, _y); H3 = max(_x, _y); #if 1 //A*算法 = Dijkstra算法 + 最佳优先搜索 F = G + H2; #endif #if 0//Dijkstra算法 F = G; #endif #if 0//最佳优先搜索 F = H2; #endif adjacent->m_FValue = F; adjacent->m_parent = node;//设置父节点 adjacent->m_sprite->setColor(ccORANGE);//搜寻过的节点设为橘色(测试用) m_haveInspectList.push_back(adjacent); node->m_child = adjacent;//设置子节点 PathSearchInfo::m_inspectArray[adjacent->m_x][adjacent->m_y] = NULL;//把检测过的点从检测列表中删除 PathSearchInfo::m_openList.push_back(adjacent);//加入开放列表 } } static PathSprite* getMinPathFormOpenList()//从开放节点中获取F值最小值的点 { if (m_openList.size()>0) { PathSprite* _sp =* m_openList.begin(); for (vector<pathsprite>::iterator iter = m_openList.begin(); iter != m_openList.end(); iter++) { if ((*iter)->m_FValue m_FValue) { _sp = *iter; } } return _sp; } else { return NULL; } } static PathSprite* getObjFromInspectArray(int x, int y)//根据横纵坐标从检测数组中获取点 { if (x >=0 && y >=0 && x ::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();//计算路径 void drawPath();//绘制路径(测试用) void clearPath();//清理路径 void playerMove();//人物走动 void update(float dt);//跟新大地图(行走时, 人不动, 地图跟着人动); public: CCPoint m_orignPoint;//人物的起始点 PathSprite* m_player;//人物点 int m_playerMoveStep;//人物当前的行程的索引 }; #endif // __HELLOWORLD_SCENE_H__ </pathsprite></pathsprite></pathsprite></pathsprite>
#include "HelloWorldScene.h" USING_NS_CC; vector<pathsprite> PathSearchInfo::m_openList; PathSprite* PathSearchInfo::m_inspectArray[MAP_WIDTH][MAP_HEIGHT] = {NULL}; vector<pathsprite> PathSearchInfo::m_pathList; vector<pathsprite> 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");//行走路径的地图 CCSize _mapSize = map->getMapSize(); for (int j = 0; j 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;//把地图中所有的点一一对应放入检测列表中 } } } PathSearchInfo::m_mapSize = _mapSize;//获取地图的尺寸 PathSearchInfo::m_tileSize = map->getTileSize();//获取瓦片的尺寸 //设置起始和终点 PathSearchInfo::m_startX =30; PathSearchInfo::m_startY = 75; //创建一个人物 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;//设置人物的起始的地图坐标 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);//设置人物的起始的世界坐标 return true; } void HelloWorld::calculatePath() { //得到开始点的节点 PathSprite* _startNode = PathSearchInfo::m_inspectArray[PathSearchInfo::m_startX][PathSearchInfo::m_startY]; //得到结束点的节点 PathSprite* _endNode = PathSearchInfo::m_inspectArray[PathSearchInfo::m_endX][PathSearchInfo::m_endY]; //因为是开始点 把到起始点的距离设为0, F值也为0 _startNode->m_costToSource = 0; _startNode->m_FValue = 0; //把已经检测过的点从检测列表中删除 PathSearchInfo::m_inspectArray[PathSearchInfo::m_startX][PathSearchInfo::m_startY] = NULL; //把该点放入已经检测过点的列表中 PathSearchInfo::m_haveInspectList.push_back(_startNode); //然后加入开放列表 PathSearchInfo::m_openList.push_back(_startNode); PathSprite* _node = NULL; while (true) { //得到离起始点最近的点(如果是第一次执行, 得到的是起点) _node = PathSearchInfo::getMinPathFormOpenList(); if (!_node) { //找不到路径 break; } //把计算过的点从开放列表中删除 PathSearchInfo::removeObjFromOpenList( _node); int _x = _node->m_x; int _y = _node->m_y; // if (_x ==PathSearchInfo::m_endX && _y == PathSearchInfo::m_endY) { break; } //检测8个方向的相邻节点是否可以放入开放列表中 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) { //把路径点加入到路径列表中 PathSearchInfo::m_pathList.insert(PathSearchInfo::m_pathList.begin(), _node); _node = _node->m_parent; } } void HelloWorld::drawPath( ) { for (vector<pathsprite>::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) { //清除之前的路径 clearPath(); auto nodePosition = convertToNodeSpace( touch->getLocation() ); CCLog("%f, %f", nodePosition.x, nodePosition.y); // for (int i = 0; i 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()); //获取触摸点, 设置为终点 PathSearchInfo::m_endX = _sp->m_x; PathSearchInfo::m_endY = _sp->m_y; //计算路径 calculatePath(); //绘制路径 drawPath( ); //移动物体 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<pathsprite>::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); } //把移除了障碍物的地图放入检测列表中 //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; //根据路径列表移动人物 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()); } </pathsprite></pathsprite></pathsprite></pathsprite></pathsprite>

Hot AI Tools

Undresser.AI Undress
AI-powered app for creating realistic nude photos

AI Clothes Remover
Online AI tool for removing clothes from photos.

Undress AI Tool
Undress images for free

Clothoff.io
AI clothes remover

Video Face Swap
Swap faces in any video effortlessly with our completely free AI face swap tool!

Hot Article

Hot Tools

Notepad++7.3.1
Easy-to-use and free code editor

SublimeText3 Chinese version
Chinese version, very easy to use

Zend Studio 13.0.1
Powerful PHP integrated development environment

Dreamweaver CS6
Visual web development tools

SublimeText3 Mac version
God-level code editing software (SublimeText3)

Hot Topics

Full table scanning may be faster in MySQL than using indexes. Specific cases include: 1) the data volume is small; 2) when the query returns a large amount of data; 3) when the index column is not highly selective; 4) when the complex query. By analyzing query plans, optimizing indexes, avoiding over-index and regularly maintaining tables, you can make the best choices in practical applications.

InnoDB's full-text search capabilities are very powerful, which can significantly improve database query efficiency and ability to process large amounts of text data. 1) InnoDB implements full-text search through inverted indexing, supporting basic and advanced search queries. 2) Use MATCH and AGAINST keywords to search, support Boolean mode and phrase search. 3) Optimization methods include using word segmentation technology, periodic rebuilding of indexes and adjusting cache size to improve performance and accuracy.

Yes, MySQL can be installed on Windows 7, and although Microsoft has stopped supporting Windows 7, MySQL is still compatible with it. However, the following points should be noted during the installation process: Download the MySQL installer for Windows. Select the appropriate version of MySQL (community or enterprise). Select the appropriate installation directory and character set during the installation process. Set the root user password and keep it properly. Connect to the database for testing. Note the compatibility and security issues on Windows 7, and it is recommended to upgrade to a supported operating system.

MySQL is an open source relational database management system. 1) Create database and tables: Use the CREATEDATABASE and CREATETABLE commands. 2) Basic operations: INSERT, UPDATE, DELETE and SELECT. 3) Advanced operations: JOIN, subquery and transaction processing. 4) Debugging skills: Check syntax, data type and permissions. 5) Optimization suggestions: Use indexes, avoid SELECT* and use transactions.

The difference between clustered index and non-clustered index is: 1. Clustered index stores data rows in the index structure, which is suitable for querying by primary key and range. 2. The non-clustered index stores index key values and pointers to data rows, and is suitable for non-primary key column queries.

In MySQL database, the relationship between the user and the database is defined by permissions and tables. The user has a username and password to access the database. Permissions are granted through the GRANT command, while the table is created by the CREATE TABLE command. To establish a relationship between a user and a database, you need to create a database, create a user, and then grant permissions.

MySQL and MariaDB can coexist, but need to be configured with caution. The key is to allocate different port numbers and data directories to each database, and adjust parameters such as memory allocation and cache size. Connection pooling, application configuration, and version differences also need to be considered and need to be carefully tested and planned to avoid pitfalls. Running two databases simultaneously can cause performance problems in situations where resources are limited.

MySQL supports four index types: B-Tree, Hash, Full-text, and Spatial. 1.B-Tree index is suitable for equal value search, range query and sorting. 2. Hash index is suitable for equal value searches, but does not support range query and sorting. 3. Full-text index is used for full-text search and is suitable for processing large amounts of text data. 4. Spatial index is used for geospatial data query and is suitable for GIS applications.
