[Fix] Changed abs(Vec2::DistanceSquared(thisPos, goalPos)); to fabs(Vec2::DistanceSquared(thisPos, goalPos));
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8b92224e72
commit
7ca0ad0d7d
@ -1,12 +1,12 @@
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#include "NPC.h"
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#include "../Unuk/Player.h"
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#include "../../Unuk/Player.h"
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NPC::NPC(LevelGen* mapArg) : Character(mapArg) {
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_moveTimer.Start();
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_moveTimer.Start();
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_moveChangeFrequency = 14000;
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_moveDurationMax = 3000;
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_moveDurationMin = 1000;
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_moveChangeFrequency = 14000;
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_moveDurationMax = 3000;
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_moveDurationMin = 1000;
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}
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NPC::~NPC(void) {
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@ -14,80 +14,80 @@ NPC::~NPC(void) {
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}
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void NPC::Update(void) {
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// Store the NPC's health.
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// int health = GetHealth(); // not referenced
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// Store the NPC's health.
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// int health = GetHealth(); // not referenced
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Move();
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Move();
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if(xVel > 0) directionFacing = FACING_RIGHT;
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else if(xVel < 0) directionFacing = FACING_LEFT;
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else if(yVel > 0) directionFacing = FACING_DOWN;
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else if(yVel < 0) directionFacing = FACING_UP;
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if(xVel > 0) directionFacing = FACING_RIGHT;
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else if(xVel < 0) directionFacing = FACING_LEFT;
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else if(yVel > 0) directionFacing = FACING_DOWN;
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else if(yVel < 0) directionFacing = FACING_UP;
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_healthBar.SetProgress((float)GetHealth() / 100.0f);
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_healthBar.SetProgress((float)GetHealth() / 100.0f);
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}
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void NPC::Move(void) {
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if(_moving && _moveTimer.GetTicks() > _moveDurationMax) {
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xVel = 0.0f;
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yVel = 0.0f;
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_moving = false;
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}
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if(_moving && _moveTimer.GetTicks() > _moveDurationMax) {
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xVel = 0.0f;
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yVel = 0.0f;
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_moving = false;
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}
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if(_moving && _moveTimer.GetTicks() >= _moveDurationCurrent) {
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xVel = 0.0f;
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yVel = 0.0f;
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_moving = false;
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}
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if(_moving && _moveTimer.GetTicks() >= _moveDurationCurrent) {
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xVel = 0.0f;
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yVel = 0.0f;
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_moving = false;
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}
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if(_moveTimer.GetTicks() > _moveChangeFrequency) {
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_moveTimer.Start();
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_moveDurationCurrent = _moveDurationMin + (rand() % (_moveDurationMax - _moveDurationMin));
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if(rand() % 2) {
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yVel = 0.0f;
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if(rand() % 2)
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xVel = CHARACTER_SPEED;
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else
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xVel = -CHARACTER_SPEED;
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} else {
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xVel = 0.0f;
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if(rand() % 2)
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yVel = CHARACTER_SPEED;
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else
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yVel = -CHARACTER_SPEED;
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}
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_moving = true;
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}
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if(_moveTimer.GetTicks() > _moveChangeFrequency) {
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_moveTimer.Start();
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_moveDurationCurrent = _moveDurationMin + (rand() % (_moveDurationMax - _moveDurationMin));
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if(rand() % 2) {
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yVel = 0.0f;
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if(rand() % 2)
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xVel = CHARACTER_SPEED;
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else
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xVel = -CHARACTER_SPEED;
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} else {
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xVel = 0.0f;
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if(rand() % 2)
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yVel = CHARACTER_SPEED;
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else
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yVel = -CHARACTER_SPEED;
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}
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_moving = true;
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}
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map->MoveIfPossible(this, xVel, yVel, false);
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Character::HealthBarScroll();
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map->MoveIfPossible(this, xVel, yVel, false);
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Character::HealthBarScroll();
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}
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void NPC::OnPlayerMove(Player* player) {
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MapTile& start = map->GetTile(x / TILE_WIDTH, y / TILE_HEIGHT);
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MapTile& goal = map->GetTile(player->GetX() / TILE_WIDTH, player->GetY() / TILE_HEIGHT);
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MapTile& start = map->GetTile(x / TILE_WIDTH, y / TILE_HEIGHT);
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MapTile& goal = map->GetTile(player->GetX() / TILE_WIDTH, player->GetY() / TILE_HEIGHT);
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_astar.SetStartAndGoalStates(start, goal);
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_astar.SetStartAndGoalStates(start, goal);
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bool solutionFound = false;
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bool solutionFound = false;
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// Dirty loop to calculate the path
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while(true) {
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_astar.SearchStep();
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// Dirty loop to calculate the path
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while(true) {
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_astar.SearchStep();
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int state = _astar.GetState();
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if(state == AStarSearch<MapTile>::SEARCH_STATE_SUCCEEDED) {
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solutionFound = true;
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break;
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} else if(state == AStarSearch<MapTile>::SEARCH_STATE_SEARCHING) {
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continue;
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} else {
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break;
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}
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}
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int state = _astar.GetState();
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if(state == AStarSearch<MapTile>::SEARCH_STATE_SUCCEEDED) {
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solutionFound = true;
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break;
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} else if(state == AStarSearch<MapTile>::SEARCH_STATE_SEARCHING) {
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continue;
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} else {
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break;
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}
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}
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if(solutionFound) {
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x = _astar.GetSolutionEnd()->GetTileX();
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y = _astar.GetSolutionEnd()->GetTileY();
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}
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if(solutionFound) {
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x = _astar.GetSolutionEnd()->GetTileX();
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y = _astar.GetSolutionEnd()->GetTileY();
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}
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}
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@ -2,67 +2,67 @@
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#include "LevelGen.h"
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MapTile::MapTile(const MapTile& source) {
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_level = source._level;
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_tile = source._tile;
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_entity = source._entity;
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_zLevel = source._zLevel;
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_level = source._level;
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_tile = source._tile;
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_entity = source._entity;
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_zLevel = source._zLevel;
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}
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bool MapTile::IsSameState(MapTile& tile) {
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return (tile.GetTileX() == _tile.GetX()) && (tile.GetTileY() == _tile.GetY());
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return (tile.GetTileX() == _tile.GetX()) && (tile.GetTileY() == _tile.GetY());
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}
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bool MapTile::IsGoal(MapTile& tile) {
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return IsSameState(tile);
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return IsSameState(tile);
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}
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float MapTile::GoalDistanceEstimate(MapTile& goal) {
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Vec2 thisPos(_tile.GetX(), _tile.GetY());
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Vec2 goalPos(goal.GetTileX(), goal.GetTileY());
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return abs(Vec2::DistanceSquared(thisPos, goalPos));
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Vec2 thisPos(_tile.GetX(), _tile.GetY());
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Vec2 goalPos(goal.GetTileX(), goal.GetTileY());
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return fabs(Vec2::DistanceSquared(thisPos, goalPos));
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}
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float MapTile::GetCost(MapTile& goal) {
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return 64.0f*64.0f;
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return 64.0f*64.0f;
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}
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bool MapTile::GetSuccessors(AStarSearch<MapTile>* search, MapTile* parent) {
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int tileX = _tile.GetX() / TILE_WIDTH;
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int tileY = _tile.GetY() / TILE_HEIGHT;
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int tileX = _tile.GetX() / TILE_WIDTH;
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int tileY = _tile.GetY() / TILE_HEIGHT;
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// Add tile to the left if possible.
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if(tileX > 0) {
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MapTile& successor = _level->GetTile(tileX - 1, tileY);
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if(successor.GetTileSolidity() || successor.GetEntitySolitity()) {
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search->AddSuccessor(successor);
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}
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}
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// Add tile to the left if possible.
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if(tileX > 0) {
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MapTile& successor = _level->GetTile(tileX - 1, tileY);
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if(successor.GetTileSolidity() || successor.GetEntitySolitity()) {
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search->AddSuccessor(successor);
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}
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}
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// Add tile to the right if possible
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// TODO: replace 64 with map width
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if(tileX < 64) {
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MapTile& successor = _level->GetTile(tileX + 1, tileY);
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if(successor.GetTileSolidity() || successor.GetEntitySolitity()) {
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search->AddSuccessor(successor);
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}
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}
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// Add tile to the right if possible
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// TODO: replace 64 with map width
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if(tileX < 64) {
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MapTile& successor = _level->GetTile(tileX + 1, tileY);
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if(successor.GetTileSolidity() || successor.GetEntitySolitity()) {
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search->AddSuccessor(successor);
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}
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}
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// Add tile to the bottom if possible
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if(tileY > 0) {
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MapTile& successor = _level->GetTile(tileX, tileY - 1);
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if(successor.GetTileSolidity() || successor.GetEntitySolitity()) {
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search->AddSuccessor(successor);
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}
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}
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// Add tile to the bottom if possible
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if(tileY > 0) {
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MapTile& successor = _level->GetTile(tileX, tileY - 1);
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if(successor.GetTileSolidity() || successor.GetEntitySolitity()) {
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search->AddSuccessor(successor);
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}
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}
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// Add tile to the top if possible
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// TODO: replace 64 with map height
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if(tileY < 64) {
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MapTile& successor = _level->GetTile(tileX, tileY + 1);
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if(successor.GetTileSolidity() || successor.GetEntitySolitity()) {
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search->AddSuccessor(successor);
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}
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}
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// Add tile to the top if possible
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// TODO: replace 64 with map height
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if(tileY < 64) {
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MapTile& successor = _level->GetTile(tileX, tileY + 1);
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if(successor.GetTileSolidity() || successor.GetEntitySolitity()) {
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search->AddSuccessor(successor);
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}
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}
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return true;
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return true;
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}
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@ -15,57 +15,57 @@ class LevelGen;
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class MapTile {
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public:
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MapTile(LevelGen* level = NULL) : _level(level) { }
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~MapTile(void) { }
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MapTile(LevelGen* level = NULL) : _level(level) { }
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~MapTile(void) { }
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void Render(void) { _tile.Render(), _entity.Render(); }
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void Render(void) { _tile.Render(), _entity.Render(); }
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// Tile Mutators.
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SDL_Surface* SetTileTexture(SDL_Surface* arg) { _tile.SetTexture(arg); return NULL; }
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void SetTileTextureName(string path) { _tile.SetTextureName(path); }
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string GetTileTextureName(void) { return _tile.GetTextureName(); }
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void SetTileSolidity(bool arg) { _tile.SetSolidity(arg); }
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bool GetTileSolidity(void) { return _tile.GetSolidity(); }
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// Well, it kinda helps if I lay the
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// tiles rather than just get the
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// return value right??
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void SetTileXY(int xArg, int yArg) { _tile.SetXY(xArg, yArg); }
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int GetTileX(void) { return _tile.GetX(); }
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int GetTileY(void) { return _tile.GetY(); }
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// Tile Mutators.
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SDL_Surface* SetTileTexture(SDL_Surface* arg) { _tile.SetTexture(arg); return NULL; }
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void SetTileTextureName(string path) { _tile.SetTextureName(path); }
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string GetTileTextureName(void) { return _tile.GetTextureName(); }
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void SetTileSolidity(bool arg) { _tile.SetSolidity(arg); }
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bool GetTileSolidity(void) { return _tile.GetSolidity(); }
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// Well, it kinda helps if I lay the
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// tiles rather than just get the
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// return value right??
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void SetTileXY(int xArg, int yArg) { _tile.SetXY(xArg, yArg); }
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int GetTileX(void) { return _tile.GetX(); }
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int GetTileY(void) { return _tile.GetY(); }
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// Entity Mutators.
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void SetEntityTexture(SDL_Surface* arg) { _entity.SetTexture(arg); }
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void SetEntityTextureName(string path) { _entity.SetTextureName(path); }
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void SetEntityXY(int xArg, int yArg) { _entity.SetXY(xArg, yArg); }
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void SetEntitySolidity(bool arg) { _entity.SetSolidity(arg); }
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bool GetEntitySolitity(void) { return _entity.GetSolidity(); }
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// Entity Mutators.
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void SetEntityTexture(SDL_Surface* arg) { _entity.SetTexture(arg); }
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void SetEntityTextureName(string path) { _entity.SetTextureName(path); }
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void SetEntityXY(int xArg, int yArg) { _entity.SetXY(xArg, yArg); }
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void SetEntitySolidity(bool arg) { _entity.SetSolidity(arg); }
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bool GetEntitySolitity(void) { return _entity.GetSolidity(); }
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// Entity Mutators.
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int GetEntityX(void) { return _entity.GetX(); }
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int GetEntityY(void) { return _entity.GetY(); }
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int GetEntityWidth(void) { return _entity.GetWidth(); }
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int GetEntityHeight(void) { return _entity.GetHeight(); }
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string GetEntityTextureName(void) { return _entity.GetTextureName(); }
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// Entity Mutators.
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int GetEntityX(void) { return _entity.GetX(); }
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int GetEntityY(void) { return _entity.GetY(); }
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int GetEntityWidth(void) { return _entity.GetWidth(); }
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int GetEntityHeight(void) { return _entity.GetHeight(); }
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string GetEntityTextureName(void) { return _entity.GetTextureName(); }
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// ZLevel Mutators.
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void SetZLevel(int arg) { _zLevel = arg; }
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int GetZLevel(void) { return _zLevel; }
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// ZLevel Mutators.
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void SetZLevel(int arg) { _zLevel = arg; }
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int GetZLevel(void) { return _zLevel; }
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// Pathfinding stuff.
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MapTile(const MapTile& source);
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bool IsSameState(MapTile& tile);
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bool IsGoal(MapTile& tile);
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float GoalDistanceEstimate(MapTile& goal);
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float GetCost(MapTile& goal);
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bool GetSuccessors(AStarSearch<MapTile>* search, MapTile* parent);
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// Pathfinding stuff.
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MapTile(const MapTile& source);
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bool IsSameState(MapTile& tile);
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bool IsGoal(MapTile& tile);
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float GoalDistanceEstimate(MapTile& goal);
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float GetCost(MapTile& goal);
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bool GetSuccessors(AStarSearch<MapTile>* search, MapTile* parent);
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private:
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LevelGen* _level;
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MapElement _tile;
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MapEntityGeneric _entity;
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LevelGen* _level;
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MapElement _tile;
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MapEntityGeneric _entity;
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// -1 is a 'special' tile, the next tile that the player walks
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// on is the players new zlevel.
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int _zLevel;
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// -1 is a 'special' tile, the next tile that the player walks
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// on is the players new zlevel.
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int _zLevel;
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};
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