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2024-10-05 04:22:34 +08:00
parent 5993f231fd
commit 30911fcf5c
298 changed files with 28632 additions and 28632 deletions

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@@ -1,183 +1,183 @@
import { Component, Vec2, _decorator } from 'cc'
const { ccclass, property } = _decorator
export enum AstarGridType {
Hider = 0, // 不能走
Normal = 1, // 能走
End = 2, // 终点
}
@ccclass('Astar')
export class AstarGrid {
public x: number = 0
public y: number = 0
public f: number = 0
public g: number = 0
public h: number = 0
public type: number = 0
public parent: AstarGrid = null
}
export class Astar extends Component {
public mapW: number = 24 // 横向格子数量
public mapH: number = 13 // 纵向格子数量
public is8dir: boolean = false // 是否8方向寻路 //4方向:代表只能走上下左右 8方向:代表可以走上下左右,左上,右上,左下,右下
private openList: Array<AstarGrid> = []
private closeList: Array<AstarGrid> = []
private path: Array<AstarGrid> = []
private gridsList: Array<Array<AstarGrid>> = []
onLoad() {}
/**
* @param mapW 宽格子数
* @param mapH 高格子数
* @param is8dir 是8方向(上,下,左,右,左上,右上,左下,右下)寻路还是4方向(上,下,左,右)
*/
public init(mapW: number, mapH: number, is8dir: boolean = false) {
this.mapW = mapW
this.mapH = mapH
this.is8dir = is8dir
this.initMap()
}
/**
* 初始化map的格子
*/
private initMap() {
this.openList = []
this.closeList = []
this.path = []
// 初始化格子二维数组
this.gridsList = Array.from({ length: this.mapW + 1 })
for (let col = 0; col < this.gridsList.length; col++)
this.gridsList[col] = Array.from({ length: this.mapH + 1 })
for (let col = 0; col <= this.mapW; col++)
for (let row = 0; row <= this.mapH; row++) this.addGrid(col, row, AstarGridType.Normal)
}
/**
* 创建一个格子到地图
* @param x
* @param y
* @param type
*/
private addGrid(x: number, y: number, type: number = AstarGridType.Hider) {
const grid = new AstarGrid()
grid.x = x
grid.y = y
grid.type = type
this.gridsList[x][y] = grid
}
/**
* 设置格子类型
* @param x
* @param y
* @param type
*/
public setGridType(x: number, y: number, type: number) {
const curGrid: AstarGrid = this.gridsList[x][y]
curGrid.type = type
}
/**
* 开始搜索路径
* @param startPos
* @param endPos
* @param callback
*/
public findPath(startPos: Vec2, endPos: Vec2, callback: Function = null) {
const startGrid = this.gridsList[startPos.x][startPos.y]
this.openList.push(startGrid)
let curGrid: AstarGrid = this.openList[0]
while (this.openList.length > 0 && curGrid.type !== AstarGridType.End) {
// 每次都取出f值最小的节点进行查找
curGrid = this.openList[0]
if (curGrid.type === AstarGridType.End) {
// Logger.log(this,"find path success.");
this.generatePath(curGrid)
if (callback) callback(this.path)
return
}
for (let i: number = -1; i <= 1; i++) {
for (let j: number = -1; j <= 1; j++) {
if (i !== 0 || j !== 0) {
const col = curGrid.x + i
const row = curGrid.y + j
if (
col >= 0
&& row >= 0
&& col <= this.mapW
&& row <= this.mapH
&& this.gridsList[col][row].type !== AstarGridType.Hider
&& !this.closeList.includes(this.gridsList[col][row])
) {
if (this.is8dir) {
// 8方向 斜向走动时要考虑相邻的是不是障碍物
if (
this.gridsList[col - i][row].type === AstarGridType.Hider
|| this.gridsList[col][row - j].type === AstarGridType.Hider
)
continue
} else {
// 四方形行走
if (Math.abs(i) === Math.abs(j)) continue
}
// 计算g值
const g = curGrid.g + Math.floor(Math.sqrt((i * 10) ** 2) + (j * 10) ** 2)
if (this.gridsList[col][row].g === 0 || this.gridsList[col][row].g > g) {
this.gridsList[col][row].g = g
// 更新父节点
this.gridsList[col][row].parent = curGrid
}
// 计算h值 manhattan估算法
this.gridsList[col][row].h = Math.abs(endPos.x - col) + Math.abs(endPos.y - row)
// 更新f值
this.gridsList[col][row].f = this.gridsList[col][row].g + this.gridsList[col][row].h
// 如果不在开放列表里则添加到开放列表里
if (!this.openList.includes(this.gridsList[col][row]))
this.openList.push(this.gridsList[col][row])
// // 重新按照f值排序升序排列)
}
}
}
}
// 遍历完四周节点后把当前节点加入关闭列表
this.closeList.push(curGrid)
// 从开放列表把当前节点移除
this.openList.splice(this.openList.indexOf(curGrid), 1)
if (this.openList.length <= 0) {
// Logger.log(this,"find path failed.");
this.path = []
if (callback) callback(this.path)
break
}
// 重新按照f值排序升序排列)
this.openList.sort((x, y) => {
return x.f - y.f
})
}
}
/**
* 生成路径
* @param grid
*/
private generatePath(grid: AstarGrid) {
this.path.push(grid)
while (grid.parent) {
grid = grid.parent
this.path.push(grid)
}
return this.path
}
onDestroy() {}
}
import { Component, Vec2, _decorator } from 'cc'
const { ccclass, property } = _decorator
export enum AstarGridType {
Hider = 0, // 不能走
Normal = 1, // 能走
End = 2, // 终点
}
@ccclass('Astar')
export class AstarGrid {
public x: number = 0
public y: number = 0
public f: number = 0
public g: number = 0
public h: number = 0
public type: number = 0
public parent: AstarGrid = null
}
export class Astar extends Component {
public mapW: number = 24 // 横向格子数量
public mapH: number = 13 // 纵向格子数量
public is8dir: boolean = false // 是否8方向寻路 //4方向:代表只能走上下左右 8方向:代表可以走上下左右,左上,右上,左下,右下
private openList: Array<AstarGrid> = []
private closeList: Array<AstarGrid> = []
private path: Array<AstarGrid> = []
private gridsList: Array<Array<AstarGrid>> = []
onLoad() {}
/**
* @param mapW 宽格子数
* @param mapH 高格子数
* @param is8dir 是8方向(上,下,左,右,左上,右上,左下,右下)寻路还是4方向(上,下,左,右)
*/
public init(mapW: number, mapH: number, is8dir: boolean = false) {
this.mapW = mapW
this.mapH = mapH
this.is8dir = is8dir
this.initMap()
}
/**
* 初始化map的格子
*/
private initMap() {
this.openList = []
this.closeList = []
this.path = []
// 初始化格子二维数组
this.gridsList = Array.from({ length: this.mapW + 1 })
for (let col = 0; col < this.gridsList.length; col++)
this.gridsList[col] = Array.from({ length: this.mapH + 1 })
for (let col = 0; col <= this.mapW; col++)
for (let row = 0; row <= this.mapH; row++) this.addGrid(col, row, AstarGridType.Normal)
}
/**
* 创建一个格子到地图
* @param x
* @param y
* @param type
*/
private addGrid(x: number, y: number, type: number = AstarGridType.Hider) {
const grid = new AstarGrid()
grid.x = x
grid.y = y
grid.type = type
this.gridsList[x][y] = grid
}
/**
* 设置格子类型
* @param x
* @param y
* @param type
*/
public setGridType(x: number, y: number, type: number) {
const curGrid: AstarGrid = this.gridsList[x][y]
curGrid.type = type
}
/**
* 开始搜索路径
* @param startPos
* @param endPos
* @param callback
*/
public findPath(startPos: Vec2, endPos: Vec2, callback: Function = null) {
const startGrid = this.gridsList[startPos.x][startPos.y]
this.openList.push(startGrid)
let curGrid: AstarGrid = this.openList[0]
while (this.openList.length > 0 && curGrid.type !== AstarGridType.End) {
// 每次都取出f值最小的节点进行查找
curGrid = this.openList[0]
if (curGrid.type === AstarGridType.End) {
// Logger.log(this,"find path success.");
this.generatePath(curGrid)
if (callback) callback(this.path)
return
}
for (let i: number = -1; i <= 1; i++) {
for (let j: number = -1; j <= 1; j++) {
if (i !== 0 || j !== 0) {
const col = curGrid.x + i
const row = curGrid.y + j
if (
col >= 0
&& row >= 0
&& col <= this.mapW
&& row <= this.mapH
&& this.gridsList[col][row].type !== AstarGridType.Hider
&& !this.closeList.includes(this.gridsList[col][row])
) {
if (this.is8dir) {
// 8方向 斜向走动时要考虑相邻的是不是障碍物
if (
this.gridsList[col - i][row].type === AstarGridType.Hider
|| this.gridsList[col][row - j].type === AstarGridType.Hider
)
continue
} else {
// 四方形行走
if (Math.abs(i) === Math.abs(j)) continue
}
// 计算g值
const g = curGrid.g + Math.floor(Math.sqrt((i * 10) ** 2) + (j * 10) ** 2)
if (this.gridsList[col][row].g === 0 || this.gridsList[col][row].g > g) {
this.gridsList[col][row].g = g
// 更新父节点
this.gridsList[col][row].parent = curGrid
}
// 计算h值 manhattan估算法
this.gridsList[col][row].h = Math.abs(endPos.x - col) + Math.abs(endPos.y - row)
// 更新f值
this.gridsList[col][row].f = this.gridsList[col][row].g + this.gridsList[col][row].h
// 如果不在开放列表里则添加到开放列表里
if (!this.openList.includes(this.gridsList[col][row]))
this.openList.push(this.gridsList[col][row])
// // 重新按照f值排序升序排列)
}
}
}
}
// 遍历完四周节点后把当前节点加入关闭列表
this.closeList.push(curGrid)
// 从开放列表把当前节点移除
this.openList.splice(this.openList.indexOf(curGrid), 1)
if (this.openList.length <= 0) {
// Logger.log(this,"find path failed.");
this.path = []
if (callback) callback(this.path)
break
}
// 重新按照f值排序升序排列)
this.openList.sort((x, y) => {
return x.f - y.f
})
}
}
/**
* 生成路径
* @param grid
*/
private generatePath(grid: AstarGrid) {
this.path.push(grid)
while (grid.parent) {
grid = grid.parent
this.path.push(grid)
}
return this.path
}
onDestroy() {}
}