Project1
标题:
如何让事件自动移动到作者想移动到的地方而且还不撞墙呢
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作者:
火ZHI意志
时间:
2010-3-20 20:07
标题:
如何让事件自动移动到作者想移动到的地方而且还不撞墙呢
如何让事件自动移动到作者想移动到的地方而且还不撞墙呢
作者:
zh99998
时间:
2010-3-20 21:06
遇到墙传过还是绕道?
传过的话用自动穿透,绕道得写寻路算法……
作者:
火ZHI意志
时间:
2010-3-21 08:28
绕道
作者:
zhangbanxian
时间:
2010-3-21 09:07
回复
3#
火ZHI意志
手头正好有一个囧囧的a*算法,不过老爷机的话建议别用...额额
作者:whbm 出自:某游戏中抠的,具体忘了
#==============================================================================
# ■ Find_Path
#------------------------------------------------------------------------------
# 寻路算法
# By whbm
#==============================================================================
class Find_Path
#--------------------------------------------------------------------------
def initialize #初始化
@open_list = []
@close_lise = []
@path = []
end #结束初始化
#--------------------------------------------------------------------------
def fp_passable?(x, y, d, tr_x = -2, tr_y = -2) #开始判定通行
return false if (tr_x == @unable_xa or
tr_x == @unable_xb or
tr_y == @unable_ya or
tr_y == @unable_yb)
if $game_player.passable?(x, y, d)
return true
else
return false
end
end #结束判定通行
#--------------------------------------------------------------------------
def get_g(now_point) #开始计算G值
d = now_point[2]
return 0 if d == 5
father_point = get_father_point(now_point)
g = father_point[3] + 10
return g
end #结束计算G值
#--------------------------------------------------------------------------
def get_h(now_point) #开始计算H值
now_x = now_point[0]
now_y = now_point[1]
#print @trg_x,now_x,@trg_y,now_y
h = (@trg_x - now_x).abs + (@trg_y - now_y).abs
return h * 10
end #结束计算H值
#--------------------------------------------------------------------------
def get_f(now_point) #开始计算F值
f = now_point[3] + now_point[4]
return f
end #结束计算F值
#--------------------------------------------------------------------------
def get_point(x, y) #取已知坐标点
if @open_list.size != 0
@open_list.each do |point|
if point[0] == x and point[1] == y
return point
break
end
end
end
if @close_list.size != 0
@close_list.each do |point|
if point[0] == x and point[1] == y
return point
break
end
end
end
end #结束取已知坐标点
#--------------------------------------------------------------------------
def get_father_point(now_point) #取已知点的父节点
d = now_point[2]
return now_point if d == 5
x = now_point[0] + (d == 6 ? 1 : (d == 4 ? -1 : 0))
y = now_point[1] + (d == 2 ? 1 : (d == 8 ? -1 : 0))
return get_point(x, y)
end #结束取已知点的父节点
#--------------------------------------------------------------------------
def new_point(x, y, d) #开始建立新节点
#print x,y,d
point = [x, y, d]
point.push get_g(point)
point.push get_h(point)
point.push get_f(point)
return point
end #结束建立新节点
#--------------------------------------------------------------------------
def get_direction(self_x, self_y, trg_x, trg_y)
if trg_x > self_x
if trg_y - self_y > - ( trg_x - self_x ) and
trg_y - self_y < ( trg_x - self_x )
return 6
end
if trg_y - self_y > ( trg_x - self_x )
return 2
end
if trg_y - self_y < - ( trg_x - self_x )
return 8
end
end
if trg_x < self_x
if trg_y - self_y > - ( self_x - trg_x ) and
trg_y - self_y < ( self_x - trg_x )
return 4
end
if trg_y - self_y > ( self_x - trg_x )
return 2
end
if trg_y - self_y < - ( self_x - trg_x )
return 8
end
end
end
#--------------------------------------------------------------------------
def get_d_x_y(x, y, d)
d_x = x + (d == 6 ? 1 : (d == 4 ? -1 : 0))
d_y = y + (d == 2 ? 1 : (d == 8 ? -1 : 0))
return d_x, d_y
end
#--------------------------------------------------------------------------
def find_short_path_other(self_x, self_y, trg_x, trg_y,
real_self_x, real_self_y, real_trg_x, real_trg_y)
@self_x = self_x
@self_y = self_y
@now_x = self_x
@now_y = self_y
@trg_x = trg_x
@trg_y = trg_y
@path = []
direction = get_direction(real_self_x, real_self_y, real_trg_x, real_trg_y)
@now_trg_x, @now_trg_y = get_d_x_y(@self_x, @self_y, direction)
while fp_passable?(@now_x, @now_y, direction)
@path.push direction
@now_x = @now_trg_x
@now_y = @now_trg_y
@now_trg_x, @now_trg_y = get_d_x_y(@now_x, @now_y, direction)
end
return @path
end
#--------------------------------------------------------------------------
def find_short_path(self_x, self_y, trg_x, trg_y,
real_self_x, real_self_y, real_trg_x, real_trg_y) #开始搜索路径
return find_short_path_other(self_x, self_y, trg_x, trg_y,
real_self_x, real_self_y, real_trg_x, real_trg_y) if not
(fp_passable?(trg_x, trg_y + 1, 8) or
fp_passable?(trg_x + 1, trg_y, 4) or
fp_passable?(trg_x - 1, trg_y, 6) or
fp_passable?(trg_x, trg_y - 1, 2)) and @goal_type != 1
#根据屏幕限定搜索面积..加速
@unable_xa = $game_map.display_x / 128 - 1
@unable_ya = $game_map.display_y / 128 - 1
@unable_xb = $game_map.display_x / 128 + 20
@unable_yb = $game_map.display_y / 128 + 20
@self_x = self_x
@self_y = self_y
@now_x = self_x
@now_y = self_y
@trg_x = trg_x
@trg_y = trg_y
@open_list = []
@close_list = []
#准备搜索
#print @self_x,@self_y
@now_point = new_point(@self_x, @self_y, 5) #令起始点为当前点
@open_list.push @now_point #将当前点加入关闭列表
#开始搜索
begin
loop do
check_trg = check_around_point(@now_point)
if check_trg == true
@path = get_path
break
end
@now_point = get_lowest_f_point
if @now_point == [] or @now_point == nil
@path = []
break
end
end
rescue Hangup
retry
end
return @path
end #结束搜索路径
#--------------------------------------------------------------------------
def find_player_short_path(trg_x, trg_y,
real_trg_x, real_trg_y) #寻找角色的最短路径
self_x = $game_player.x
self_y = $game_player.y
real_self_x = $game_player.screen_x
real_self_y = $game_player.screen_y
@goal_type, event = $game_map.check_event_custom_exist(real_trg_x, real_trg_y)
if @goal_type == 1
trg_x = event.x
trg_y = event.y
end
return find_short_path(self_x, self_y, trg_x, trg_y,
real_self_x, real_self_y, real_trg_x, real_trg_y)
end #结束角色的寻找路径
#--------------------------------------------------------------------------
def get_path #取得最终的路径
path = []
now_point = @open_list[@open_list.size - 1]
path.push(10 - now_point[2])
last_point = now_point
loop do
now_point = get_father_point(now_point)
break if now_point[2] == 5
path.push(10 - now_point[2])
end
return path.reverse
end #结束取得最终的路径
#--------------------------------------------------------------------------
def get_lowest_f_point #开始取得最低F值的点
if @open_list == []
return []
end
last_lowest_f_point = @open_list[0]
@open_list.each do |point|
last_lowest_f_point = point if point[5] < last_lowest_f_point[5]
end
return last_lowest_f_point
end #结束取得最低F值点
#--------------------------------------------------------------------------
def check_around_point(point) #开始检查已知点的八方节点
for d in [2, 4, 6, 8]
x = point[0] + (d == 6 ? 1 : (d == 4 ? -1 : 0))
y = point[1] + (d == 2 ? 1 : (d == 8 ? -1 : 0))
if in_close_list?(x, y) #在关闭列表中
next
elsif in_open_list?(x, y) #在开启列表中
get_new_g_point = new_point(x, y, 10 - d)
get_last_g_point = get_point(x, y)
if get_new_g_point[3] >= get_last_g_point[3]
next
else
#如果改变父节点是新G值更小则确定改变
@open_list[@open_list.index(get_last_g_point)] = get_new_g_point
end
else
if fp_passable?(point[0], point[1], d, x, y)
# 如果不在开启列表中、且不在关闭列表中、且通行则添加它到新八周节点
@open_list.push new_point(x, y, 10 - d)
#如果将目标点添加到了开启列表中就返回true
return true if x == @trg_x and y == @trg_y
return true if @goal_type == 1 and ([1, -1].include?(x - @trg_x) and y - @trg_y == 0) or ([1, -1].include?(y - @trg_y) and x - @trg_x == 0)
end
end
end
#此刻没有找到目标点并将当前点加入关闭列表并在开启列表中删除
@close_list.push point
@open_list.delete(point)
#此刻没找到目标点并返回false
return false
end #结束计算已知点的八方节点
#--------------------------------------------------------------------------
def in_open_list?(x, y) #开始检查谋点是否在开启列表中
@open_list.each do |point|
return true if point[0] == x and point[1] == y
end
return false
end #结束检查谋点是否在开启列表中
#--------------------------------------------------------------------------
def in_close_list?(x, y) #开始检查谋点是否在关闭列表中
@close_list.each do |point|
return true if point[0] == x and point[1] == y
end
return false
end #结束检查谋点是否在关闭列表中
#--------------------------------------------------------------------------
end
复制代码
作者:
火ZHI意志
时间:
2010-3-21 12:10
虽然很感谢,但是我还是得问这到底要怎么用呢?
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