Cocos2d-x 寻路算法之三 A Star

前端之家收集整理的这篇文章主要介绍了Cocos2d-x 寻路算法之三 A Star前端之家小编觉得挺不错的,现在分享给大家,也给大家做个参考。

转自--->Waiting For You:http://www.waitingfy.com/archives/846


1.A Star 寻路算法介绍:

看过之前的两篇文章《Cocos2d-x 寻路算法之二 离目的地的距离优先》《Cocos2d-x 寻路算法之一 距离优先》的读者知道,这两种寻路算法都有问题,前一个搜索太广了,资源浪费;后一个还不够聪明,有时候会找不到最佳路线。为什么要先介绍这两种不佳的算法呢?因为A Star 寻路算法就是前面两者的结合。同时考虑离起点的距离和离终点的距离。

Figure 1

究竟是C1还是C2这个格子是最佳路线点呢?因为我们这次离起点的距离和离终点的距离都考虑了,所以C1的价值是1.0 + 1.41 + 4.12 总共 6.53的长度。而C2的价值是 2.0 + 6.32 总共 8.32的长度。显然C1更佳。如果按照我们第一个寻路算法,只考虑离起点距离的话,C2还短些呢!但C2离终点远啊。

2.代码实现

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float distanceBetweenTwoCells( c1X, c1Y,monospace!important; border:0px!important; bottom:auto!important; float:none!important; height:auto!important; left:auto!important; outline:0px!important; overflow:visible!important; position:static!important; right:auto!important; top:auto!important; vertical-align:baseline!important; width:auto!important; min-height:inherit!important; background:none!important"> c2X,monospace!important; border:0px!important; bottom:auto!important; float:none!important; height:auto!important; left:auto!important; outline:0px!important; overflow:visible!important; position:static!important; right:auto!important; top:auto!important; vertical-align:baseline!important; width:auto!important; min-height:inherit!important; background:none!important"> c2Y){
return sqrt ( pow (c2X - c1X,2) + (c2Y - c1Y,2));
}
bool comparebyDistanceBetweenStartAndGoal(Cell *c1,Cell *c2){
distanceOfC1AndGoal = c1->getDistance() +
distanceBetweenTwoCells(( )c1->getX(),( )c1->getY(),monospace!important; border:0px!important; bottom:auto!important; float:none!important; height:auto!important; left:auto!important; outline:0px!important; overflow:visible!important; position:static!important; right:auto!important; top:auto!important; vertical-align:baseline!important; width:auto!important; min-height:inherit!important; background:none!important">)g_goalX,monospace!important; border:0px!important; bottom:auto!important; float:none!important; height:auto!important; left:auto!important; outline:0px!important; overflow:visible!important; position:static!important; right:auto!important; top:auto!important; vertical-align:baseline!important; width:auto!important; min-height:inherit!important; background:none!important">) g_goalY);
distanceOfC2AndGoal = c2->getDistance() +
)c2->getX(),monospace!important; border:0px!important; bottom:auto!important; float:none!important; height:auto!important; left:auto!important; outline:0px!important; overflow:visible!important; position:static!important; right:auto!important; top:auto!important; vertical-align:baseline!important; width:auto!important; min-height:inherit!important; background:none!important">)c2->getY(),monospace!important; border:0px!important; bottom:auto!important; float:none!important; height:auto!important; left:auto!important; outline:0px!important; overflow:visible!important; position:static!important; right:auto!important; top:auto!important; vertical-align:baseline!important; width:auto!important; min-height:inherit!important; background:none!important">) g_goalY);
if (distanceOfC1AndGoal <= distanceOfC2AndGoal){
return false ;
} else {
true ;
}
}

只要加上这个方法就行了,把这个方法作为heap的比较条件。整个startPathFinding都不需要改,这里再次给出startPathFinding代码

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typedef bool (*compareTwoCells)(Cell *c1,Cell *c2);
void HelloWorld::startPathFinding(compareTwoCells compareMethod,monospace!important; border:0px!important; bottom:auto!important; float:none!important; height:auto!important; left:auto!important; outline:0px!important; overflow:visible!important; position:static!important; right:auto!important; top:auto!important; vertical-align:baseline!important; width:auto!important; min-height:inherit!important; color:gray!important; background:none!important">int startX,monospace!important; border:0px!important; bottom:auto!important; float:none!important; height:auto!important; left:auto!important; outline:0px!important; overflow:visible!important; position:static!important; right:auto!important; top:auto!important; vertical-align:baseline!important; width:auto!important; min-height:inherit!important; background:none!important"> startY,monospace!important; border:0px!important; bottom:auto!important; float:none!important; height:auto!important; left:auto!important; outline:0px!important; overflow:visible!important; position:static!important; right:auto!important; top:auto!important; vertical-align:baseline!important; width:auto!important; min-height:inherit!important; background:none!important"> goalX,monospace!important; border:0px!important; bottom:auto!important; float:none!important; height:auto!important; left:auto!important; outline:0px!important; overflow:visible!important; position:static!important; right:auto!important; top:auto!important; vertical-align:baseline!important; width:auto!important; min-height:inherit!important; background:none!important"> goalY){
Cell *startCell = _m_Map.Get(startX,startY);
vector<Cell*> vecCells;
vecCells.push_back(startCell);
make_heap(vecCells.begin(),vecCells.end(),compareMethod);
startCell->setMarked( true );
Cell *nowProcessCell;
while (vecCells.size() != 0){
pop_heap(vecCells.begin(),compareMethod);
nowProcessCell = vecCells.back();
vecCells.pop_back();
(nowProcessCell->getX() == _goalX && nowProcessCell->getY() == _goalY){ //the goal is reach
return ;
}
for ( i = 0; i < 8; ++i){ @H_502_351@//check eight direction
indexX = nowProcessCell->getX() + DIRECTION[i][0];
indexY = nowProcessCell->getY() + DIRECTION[i][1];
(indexX >= 0 && indexX < xLineCount && indexY >= 0 && indexY < yLineCount
&& _m_Map.Get(indexX,indexY)->getPassable() == ){ @H_502_351@//check is a OK cell or not
Cell *cell = _m_Map.Get(indexX,indexY);
beforeDistance = DISTANCE[i] * cell->getWeight() + _m_Map.Get(nowProcessCell->getX(),
nowProcessCell->getY())->getDistance(); @H_502_351@//calculate the distance
(cell->getMarked() == false ){
cell->setMarked( );
cell->setLastX(nowProcessCell->getX());
cell->setLastY(nowProcessCell->getY());
cell->setDistance(beforeDistance);
vecCells.push_back(cell); @H_502_351@//only push the unmarked cell into the vector
push_heap(vecCells.begin(),compareMethod);
{ @H_502_351@// if find a lower distance,update it
(beforeDistance < cell->getDistance()){
cell->setDistance(beforeDistance);
cell->setLastX(nowProcessCell->getX());
cell->setLastY(nowProcessCell->getY());
502_351@//distance change,so make heap again
}
}
}
}
}
}
startPathFinding(comparebyDistanceBetweenStartAndGoal,_playerX,_playerY,_goalX,_goalY); @H_502_351@//A star path finding demo

函数指针太酷了!

3.三种寻路算法的图片比较

3.1只考虑距离起点的距离,采用Breadth-First

特点:可以找到目标,但搜索Cell太多。

3.2 只考虑离目标距离

特点:搜索Cell大多情况会相对少些,但不一定能找到最短路线。

3.3 A Star ,同时考虑到起点和终点的距离

特点:能找到最短路线,搜索的Cell比第一种要少,看最后的搜索方式,也有第二种搜索的智慧。

4.A Star动态gif演示图

不知道为什么我对GIF这么热衷。

5. Cocos2d-x A Star 源码下载:

(请用7z解压,开发工具vs2010)

http://www.waitingfy.com/?attachment_id=828(本地下载)

https://github.com/waitingfy/Cocos2d-x_PathFinding(GitHub)

http://www.waitingfy.com/?p=846

A*算法应用可以看下这篇文章贪吃蛇 AI 的实现 snake AI

原文链接:https://www.f2er.com/cocos2dx/342659.html

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