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📄 main.cpp

📁 A*寻路算法, 源代码中使用的SDL库
💻 CPP
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///////////////////////////////////////////////////////////////// A* pathfind using "manhattan distance" heuristic//// This program is a simple example of pathfind based on A*// algorithm.// I have implemented the algorithm using linked list, this is// not the best solution, because of the linear time need to access// to the listes, but this is the simplest way, and this is just// an example! ;)// For a better implementation of A* give a look at Mars source// code, when we will release it... :) //// for info about A* algorithm and "manhattan distance" heuristic// give a look at:// - http://theory.stanford.edu/~amitp/GameProgramming/// - http://www.policyalmanac.org/games/aStarTutorial.htm// guys, thanx for your articles!////// To play with it, just select the grey "robot", it should (I hope :)) // became blue, now you can select a destination, the program will calculate// the shortest path and move along it.//// During the "game" you could use these keys://// - SPACEBAR -> change video mode (window/fullscreen)// - p -> pause/restart the game// - ESC -> exit////// This software is released under GPL license, you can find a // copy of this license at http://www.gnu.org/copyleft/gpl.html// //// Last update date: // 	2005-02-15 //// Author:// 	Davide "M3xican" Coppola - dmc@dev-labs.net//// NOTE: // // This program is part of "Mars, Land of No Mercy" SDL examples, // you can find others examples on http://mars.sourceforge.net//	/////////////////////////////////////////////////////////////////#include <stdio.h>#include <stdlib.h>#include <string.h>#include <SDL/SDL.h>#include "define.h"#include "graphic.h"#include "grind.h"#include "pathfind.h"#include "struct.h"int main(int argc,char *argv[]){	//used surfaces	SDL_Surface *screen;	SDL_Surface *screen_backup;	SDL_Surface *robot;	SDL_Surface *bg_robot;	//three SDL_Color structures 	SDL_Color black = {0x00,0x00,0x00,0};	SDL_Color light_grey = {0xDD,0xDD,0xDD,0};	SDL_Color grey = {0x99,0x99,0x99,0};	SDL_Color light_blue = {0x33,0x66,0x99,0};	SDL_Color red = {0xFF,0x00,0x00,0};	SDL_Color white = {0xFF,0xFF,0xFF,0};	//the system video is initialized 	if( SDL_Init(SDL_INIT_VIDEO) <0 )	{		//SDL_GetError() returns a description of the error		printf("SDL Init Error: %s\n", SDL_GetError());	        return 1;	}	//when exit, execute SDL_Quit to restore everything	atexit(SDL_Quit);		//a 32 bit integer used to store screen's flags 	Uint32 flags = SDL_HWSURFACE|SDL_DOUBLEBUF;	//SDL_SetVideoMode is used to have screen associated to the monitor 	if(!( screen = SDL_SetVideoMode(DIM_H, DIM_V, 0,flags) ))	{		  printf("Screen Init Error : %s\n", SDL_GetError());		  return 1;	}	//white background	fill_square(screen, NULL, white);	//screen_backup is a surface of the same dimensions of screen used  to save the image when the user	//changes its form (window to full screen and vice versa). 	screen_backup = SDL_CreateRGBSurface(flags,screen->w,screen->h,screen->format->BitsPerPixel,0,0,0,0);	robot = SDL_CreateRGBSurface(flags,CELL_SIDE-ROBOT_DIST,CELL_SIDE-ROBOT_DIST,								screen->format->BitsPerPixel,0,0,0,0);	bg_robot = SDL_CreateRGBSurface(flags,CELL_SIDE-ROBOT_DIST,CELL_SIDE-ROBOT_DIST,									screen->format->BitsPerPixel,0,0,0,0);	//paint robot	fill_square(robot, NULL, grey);		//map rectangle	SDL_Rect grind = {CELL_SIDE/2,CELL_SIDE/2,DIM_H-CELL_SIDE,DIM_V-CELL_SIDE}; 	//manual test map 	int map[NUM_ROWS][NUM_COLS]={{1,1,1,1,0,1,1,1,0,0,0,1,1,1,1,1,1,1,1},								 {1,1,1,1,0,1,1,1,0,1,0,1,1,1,1,0,0,0,1},								 {1,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,1},								 {1,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,1},								 {1,0,0,0,0,0,1,1,1,1,0,1,1,1,1,1,1,1,1},								 {1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,1,1,1,1},								 {1,1,1,1,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1},								 {1,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,1,1},								 {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},								 {0,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,1,1},								 {0,0,0,0,1,1,0,1,1,1,1,1,1,1,1,1,0,1,1},								 {1,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,0,1,1},								 {1,1,1,1,1,1,1,1,1,1,1,0,0,1,0,1,0,1,1},								 {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}};	//secret MARS map :)	/* 	int map[NUM_ROWS][NUM_COLS]={{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},								 {1,1,1,0,1,1,1,0,1,1,1,1,1,0,1,1,1,1,1},								 {1,1,1,0,0,1,0,0,1,1,1,1,0,1,0,1,1,1,1},								 {1,1,1,0,1,0,1,0,1,1,1,1,0,1,0,1,1,1,1},								 {1,1,1,0,1,1,1,0,1,1,1,0,0,0,0,0,1,1,1},								 {1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1},								 {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},								 {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},								 {1,1,1,0,0,0,1,1,1,1,1,0,0,0,0,0,1,1,1},								 {1,1,1,0,1,1,0,1,1,1,1,0,1,1,1,1,1,1,1},								 {1,1,1,0,0,0,1,1,1,1,1,0,0,0,0,0,1,1,1},								 {1,1,1,0,1,1,0,1,1,1,1,1,1,1,1,0,1,1,1},								 {1,1,1,0,1,1,1,0,1,1,1,0,0,0,0,0,1,1,1},								 {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}};	*/	//draw map on screen	draw_map(screen,grind,map);	//cell occupied by the robot	cell_ind robot_cell;	//robot is selected?	bool robot_sel = false;	//destination point	point robot_dest;	//path indexes 	cell_ind * robot_path;	//path lenghth	int len_path = 0, bk_len = 0;	int ind_path = 0;	bool need_checkp = false;	//get a free cell to place the robot on the map	get_free_cell(map,&robot_cell);	//robot rect	SDL_Rect robot_rect = {grind.x + (robot_cell.col * CELL_SIDE) + ROBOT_DIST/2, 			 				grind.y + (robot_cell.row * CELL_SIDE) + ROBOT_DIST/2, robot->w, robot->h};		//upper left vertex of a cell 	point cell_vert;	//variables used to store row and column indexes of a cell	cell_ind mouse_cell = {0,0}, old_cell = {0,0}, dest_cell;	bool cell_sel = false;	point mouse = {0,0};	//SDL_Event struct used to manage events	SDL_Event event;	//variable used to control the game loop 	bool done = false;	bool paused = false;	//game or main loop (as you prefer)	while(!done)	 	{		//SDL_PollEvent manages user's events 		while(SDL_PollEvent(&event))		{						//the program quits if someone press the x simbol of the window with the mouse 			if(event.type == SDL_QUIT)  				done = true;  			if(event.type == SDL_KEYDOWN)			{				//it quits also if someone press ESC 				if ( event.key.keysym.sym == SDLK_ESCAPE ) 					done = true; 				else if ( event.key.keysym.sym == SDLK_p ) 					paused = !paused ;				//visualization form is changed if someone press SPACE 				//(from window to full screen and vice versa)				if(event.key.keysym.sym == SDLK_SPACE ) 				{					//the actual screen is saved in screen_backup					SDL_BlitSurface(screen,NULL,screen_backup,NULL);					//visualization form is changed					flags^=SDL_FULLSCREEN;					screen = SDL_SetVideoMode(DIM_H, DIM_V, 0,flags);					//the original image is reBlitted					SDL_BlitSurface(screen_backup,NULL,screen,NULL);				}			}			//a point is selected when the left mouse button is pressed       		if(event.button.button == BUTTON_SX && event.button.type == SDL_MOUSEBUTTONDOWN)			{				//robot cell clicked				if(mouse_cell.row == robot_cell.row && mouse_cell.col == robot_cell.col)				{					//robot not yet selected					if(!robot_sel)					{								robot_sel = true;						fill_square(robot, NULL, light_blue);					}					else	//robot selected					{						robot_sel = false;						fill_square(robot, NULL, grey);					}				}				//free cell clicked to move				else if(map[mouse_cell.row][mouse_cell.col] && robot_sel && !len_path)					{					cell_sel = true;					dest_cell.row = mouse_cell.row;					dest_cell.col = mouse_cell.col;					len_path = pathfind(map,robot_cell,dest_cell,&robot_path);					if(len_path)					{						//backup path lenght						bk_len = len_path;						need_checkp = true;						//draw path						colour_path(robot_path,len_path,screen,black,light_grey);					}				}			}				//moving with the mouse			if(event.motion.type == SDL_MOUSEMOTION)			{				//coordinates of rectangle that contains the pointer are updated				mouse.x = event.button.x;				mouse.y = event.button.y;				//horizontal bounds checks				if(mouse.x >= DIM_H)					mouse.x = DIM_H-1;				else if(mouse.x < 0)					mouse.x = 0;							//vertical bound checks				if(mouse.y >= DIM_V)					mouse.y = DIM_V-1;				else if(mouse.y < 0)					mouse.y = 0;								if(mouse.x >= (CELL_SIDE/2) && mouse.x <= (DIM_H - 1 - (CELL_SIDE/2)) && 	   			mouse.y >= (CELL_SIDE/2) && mouse.y <= (DIM_V - 1 - (CELL_SIDE/2)))				{					//column and row indexes of the cell where the mouse is located					mouse_cell.row = (mouse.y - grind.y) / CELL_SIDE;					mouse_cell.col = (mouse.x - grind.x) / CELL_SIDE;										//if the actual cell is different from the previous calculated we refresh 					//the selection					if((mouse_cell.row != old_cell.row || mouse_cell.col != old_cell.col) 					&& map[mouse_cell.row][mouse_cell.col])					{						//old cell borders are colored of black 						cell_vert.y = (old_cell.row * CELL_SIDE) + grind.y;							cell_vert.x = (old_cell.col * CELL_SIDE) + grind.x;						draw_square(screen,cell_vert,CELL_SIDE,black);							//new cell borders are colored of red 						cell_vert.y = (mouse_cell.row * CELL_SIDE) + grind.y;						cell_vert.x = (mouse_cell.col * CELL_SIDE) + grind.x;						draw_square(screen,cell_vert,CELL_SIDE,red);							//the old indexes are updated 						old_cell.row = mouse_cell.row;						old_cell.col = mouse_cell.col;					}				}			}		}		//robot have to move		if(len_path && !paused)		{			//get a new checkpoint			if(need_checkp)			{				need_checkp = false;				dest_point((*(robot_path+ind_path)),&robot_dest);			}			//move on!			if(update_position(&robot_rect,robot_dest))			{				//update current robot position				robot_cell.row = (robot_path+ind_path)->row;				robot_cell.col = (robot_path+ind_path)->col;				len_path--;				ind_path++;									//another checkpoint				if(len_path)					need_checkp = true;				//arrived to dest!				else				{					ind_path = 0;						decolour_path(robot_path,bk_len,screen,black,white);					free(robot_path);				}			}		}		//robot blit management		SDL_BlitSurface(screen, &robot_rect, bg_robot, NULL); 		SDL_BlitSurface(robot, NULL, screen, &robot_rect);				//the screen is refreshed		SDL_Flip(screen);				//clear robot trail		SDL_BlitSurface(bg_robot, NULL, screen, &robot_rect);		//a minimum delay 		SDL_Delay(1);	}	return 0;}

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