📄 astarlibrary.h
字号:
//Change whichList to show that the new item is on the open list.
whichList[a][b] = onOpenList;
}
//8.If adjacent cell is already on the open list, check to see if this
// path to that cell from the starting location is a better one.
// If so, change the parent of the cell and its G and F costs.
else //If whichList(a,b) = onOpenList
{
//Figure out the G cost of this possible new path
if (abs(a-parentXval) == 1 && abs(b-parentYval) == 1)
addedGCost = 14;//cost of going to diagonal tiles
else
addedGCost = 10;//cost of going to non-diagonal tiles
tempGcost = Gcost[parentXval][parentYval] + addedGCost;
//If this path is shorter (G cost is lower) then change
//the parent cell, G cost and F cost.
if (tempGcost < Gcost[a][b]) //if G cost is less,
{
parentX[a][b] = parentXval; //change the square's parent
parentY[a][b] = parentYval;
Gcost[a][b] = tempGcost;//change the G cost
//Because changing the G cost also changes the F cost, if
//the item is on the open list we need to change the item's
//recorded F cost and its position on the open list to make
//sure that we maintain a properly ordered open list.
for (int x = 1; x <= numberOfOpenListItems; x++) //look for the item in the heap
{
if (openX[openList[x]] == a && openY[openList[x]] == b) //item found
{
Fcost[openList[x]] = Gcost[a][b] + Hcost[openList[x]];//change the F cost
//See if changing the F score bubbles the item up from it's current location in the heap
m = x;
while (m != 1) //While item hasn't bubbled to the top (m=1)
{
//Check if child is < parent. If so, swap them.
if (Fcost[openList[m]] < Fcost[openList[m/2]])
{
temp = openList[m/2];
openList[m/2] = openList[m];
openList[m] = temp;
m = m/2;
}
else
break;
}
break; //exit for x = loop
} //If openX(openList(x)) = a
} //For x = 1 To numberOfOpenListItems
}//If tempGcost < Gcost(a,b)
}//else If whichList(a,b) = onOpenList
}//If not cutting a corner
}//If not a wall/obstacle square.
}//If not already on the closed list
}//If not off the map
}//for (a = parentXval-1; a <= parentXval+1; a++){
}//for (b = parentYval-1; b <= parentYval+1; b++){
}//if (numberOfOpenListItems != 0)
//9.If open list is empty then there is no path.
else
{
path = nonexistent; break;
}
//If target is added to open list then path has been found.
if (whichList[targetX][targetY] == onOpenList)
{
path = found; break;
}
}
while (1);//Do until path is found or deemed nonexistent
//10.Save the path if it exists.
if (path == found)
{
//a.Working backwards from the target to the starting location by checking
// each cell's parent, figure out the length of the path.
pathX = targetX; pathY = targetY;
do
{
//Look up the parent of the current cell.
tempx = parentX[pathX][pathY];
pathY = parentY[pathX][pathY];
pathX = tempx;
//Figure out the path length
pathLength[pathfinderID] = pathLength[pathfinderID] + 1;
}
while (pathX != startX || pathY != startY);
//b.Resize the data bank to the right size in bytes
pathBank[pathfinderID] = (int*) realloc (pathBank[pathfinderID],
pathLength[pathfinderID]*8);
//c. Now copy the path information over to the databank. Since we are
// working backwards from the target to the start location, we copy
// the information to the data bank in reverse order. The result is
// a properly ordered set of path data, from the first step to the
// last.
pathX = targetX ; pathY = targetY;
cellPosition = pathLength[pathfinderID]*2;//start at the end
do
{
cellPosition = cellPosition - 2;//work backwards 2 integers
pathBank[pathfinderID] [cellPosition] = pathX;
pathBank[pathfinderID] [cellPosition+1] = pathY;
//d.Look up the parent of the current cell.
tempx = parentX[pathX][pathY];
pathY = parentY[pathX][pathY];
pathX = tempx;
//e.If we have reached the starting square, exit the loop.
}
while (pathX != startX || pathY != startY);
//11.Read the first path step into xPath/yPath arrays
ReadPath(pathfinderID,startingX,startingY,1);
}
return path;
//13.If there is no path to the selected target, set the pathfinder's
// xPath and yPath equal to its current location and return that the
// path is nonexistent.
noPath:
xPath[pathfinderID] = startingX;
yPath[pathfinderID] = startingY;
return nonexistent;
}
//==========================================================
//READ PATH DATA: These functions read the path data and convert
//it to screen pixel coordinates.
void ReadPath(int pathfinderID,int currentX,int currentY,
int pixelsPerFrame)
{
/*
; Note on PixelsPerFrame: The need for this parameter probably isn't
; that obvious, so a little explanation is in order. This
; parameter is used to determine if the pathfinder has gotten close
; enough to the center of a given path square to warrant looking up
; the next step on the path.
;
; This is needed because the speed of certain sprites can
; make reaching the exact center of a path square impossible.
; In Demo #2, the chaser has a velocity of 3 pixels per frame. Our
; tile size is 50 pixels, so the center of a tile will be at location
; 25, 75, 125, etc. Some of these are not evenly divisible by 3, so
; our pathfinder has to know how close is close enough to the center.
; It calculates this by seeing if the pathfinder is less than
; pixelsPerFrame # of pixels from the center of the square.
; This could conceivably cause problems if you have a *really* fast
; sprite and/or really small tiles, in which case you may need to
; adjust the formula a bit. But this should almost never be a problem
; for games with standard sized tiles and normal speeds. Our smiley
; in Demo #4 moves at a pretty fast clip and it isn't even close
; to being a problem.
*/
int ID = pathfinderID; //redundant, but makes the following easier to read
//If a path has been found for the pathfinder ...
if (pathStatus[ID] == found)
{
//If path finder is just starting a new path or has reached the
//center of the current path square (and the end of the path
//hasn't been reached), look up the next path square.
if (pathLocation[ID] < pathLength[ID])
{
//if just starting or if close enough to center of square
if (pathLocation[ID] == 0 ||
(abs(currentX - xPath[ID]) < pixelsPerFrame && abs(currentY - yPath[ID]) < pixelsPerFrame))
pathLocation[ID] = pathLocation[ID] + 1;
}
//Read the path data.
xPath[ID] = ReadPathX(ID,pathLocation[ID]);
yPath[ID] = ReadPathY(ID,pathLocation[ID]);
//If the center of the last path square on the path has been
//reached then reset.
if (pathLocation[ID] == pathLength[ID])
{
if (abs(currentX - xPath[ID]) < pixelsPerFrame
&& abs(currentY - yPath[ID]) < pixelsPerFrame) //if close enough to center of square
pathStatus[ID] = notStarted;
}
}
//If there is no path for this pathfinder, simply stay in the current
//location.
else
{
xPath[ID] = currentX;
yPath[ID] = currentY;
}
}
//The following two functions read the raw path data from the pathBank.
//You can call these functions directly and skip the readPath function
//above if you want. Make sure you know what your current pathLocation
//is.
//-----------------------------------------------------------------------------
// Name: ReadPathX
// Desc: Reads the x coordinate of the next path step
//-----------------------------------------------------------------------------
int ReadPathX(int pathfinderID,int pathLocation)
{
int x;
if (pathLocation <= pathLength[pathfinderID])
{
//Read coordinate from bank
x = pathBank[pathfinderID] [pathLocation*2-2];
//Adjust the coordinates so they align with the center
//of the path square (optional). This assumes that you are using
//sprites that are centered -- i.e., with the midHandle command.
//Otherwise you will want to adjust this.
x = tileSize*x + .5*tileSize;
}
return x;
}
//-----------------------------------------------------------------------------
// Name: ReadPathY
// Desc: Reads the y coordinate of the next path step
//-----------------------------------------------------------------------------
int ReadPathY(int pathfinderID,int pathLocation)
{
int y;
if (pathLocation <= pathLength[pathfinderID])
{
//Read coordinate from bank
y = pathBank[pathfinderID] [pathLocation*2-1];
//Adjust the coordinates so they align with the center
//of the path square (optional). This assumes that you are using
//sprites that are centered -- i.e., with the midHandle command.
//Otherwise you will want to adjust this.
y = tileSize*y + .5*tileSize;
}
return y;
}
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -