[Add] Some pathfinding code.
This commit is contained in:
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8b92224e72
commit
c8460abb90
@ -41,6 +41,7 @@ HEADERS += ../src/Libs/wglext.h \
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../src/libUnuk/LevelGen/MapEntities.h \
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../src/libUnuk/LevelGen/MapElement.h \
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../src/libUnuk/LevelGen/MapTile.h \
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../src/libUnuk/LevelGen/AStarTile.h \
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../src/libUnuk/UI/EventHistory.h \
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../src/libUnuk/UI/Bar.h \
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../src/libUnuk/System/Vec2.h \
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@ -77,7 +78,7 @@ SOURCES += ../src/libUnuk/Engine/WorldManager.cpp \
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../src/libUnuk/LevelGen/LevelGen.cpp \
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../src/libUnuk/LevelGen/MapEntities.cpp \
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../src/libUnuk/LevelGen/MapElement.cpp \
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../src/libUnuk/LevelGen/MapTile.cpp \
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../src/libUnuk/LevelGen/AStarTile.cpp \
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../src/libUnuk/UI/EventHistory.cpp \
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../src/libUnuk/UI/Bar.cpp \
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../src/libUnuk/System/Vec2.cpp \
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@ -208,6 +208,14 @@
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<Filter
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Name="LevelGen"
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>
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<File
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RelativePath="..\..\..\src\libUnuk\LevelGen\AStarTile.cpp"
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>
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</File>
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<File
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RelativePath="..\..\..\src\libUnuk\LevelGen\AStarTile.h"
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>
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</File>
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<File
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RelativePath="..\..\..\src\libUnuk\LevelGen\LevelGen.cpp"
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>
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@ -232,10 +240,6 @@
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RelativePath="..\..\..\src\libUnuk\LevelGen\MapEntities.h"
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>
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</File>
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<File
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RelativePath="..\..\..\src\libUnuk\LevelGen\MapTile.cpp"
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>
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</File>
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<File
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RelativePath="..\..\..\src\libUnuk\LevelGen\MapTile.h"
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>
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@ -15,9 +15,13 @@ Character::Character(LevelGen* mapArg) {
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_leftFoot = false;
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_health = 100;
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xVel = 0.0f;
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x = 0;
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y = 0;
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w = 40;
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h = 45;
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xVel = 0.0f;
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yVel = 0.0f;
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_texture = NULL;
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collisionList.push_front(this);
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@ -1,18 +1,21 @@
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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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#include "../System/Vec2.h"
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NPC::NPC(LevelGen* mapArg) : Character(mapArg) {
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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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_walkInPath = false;
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_moving = false;
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}
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NPC::~NPC(void) {
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}
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void NPC::ForceMove(void) {
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tileX = x / AStarTile::FAKE_SIZE;
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tileY = y / AStarTile::FAKE_SIZE;
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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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@ -28,66 +31,83 @@ void NPC::Update(void) {
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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() >= _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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Vec2 realPos(x, y);
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Vec2 tilePos(tileX, tileY);
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if(realPos != tilePos) {
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float targetX = (float)(tileX * AStarTile::FAKE_SIZE);
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float targetY = (float)(tileY * AStarTile::FAKE_SIZE);
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float dx = targetX - realPos.x;
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float dy = targetY - realPos.y;
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float distance = sqrtf(dx*dx + dy*dy);
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if(fabs(distance) > CHARACTER_SPEED) {
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dx /= distance;
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dy /= distance;
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dx *= CHARACTER_SPEED;
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dy *= CHARACTER_SPEED;
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xVel = dx;
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yVel = dy;
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map->MoveIfPossible(this, xVel, yVel, false);
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Character::HealthBarScroll();
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_moving = true;
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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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yVel = 0.0f;
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_moving = false;
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}
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} else {
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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(_walkInPath && !_moving) {
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Vec2 targetPos((float)_target->GetX(), (float)_target->GetY());
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if(abs(Vec2::Distance(targetPos, realPos)) <= CHARACTER_SPEED) {
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_target = _astar.GetSolutionNext();
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if(_target == NULL || _target == _lastTarget) {
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_walkInPath = false;
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} else {
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tileX = _target->GetX() / AStarTile::FAKE_SIZE;
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tileY = _target->GetY() / AStarTile::FAKE_SIZE;
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}
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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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}
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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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AStarTile& start = map->GetAStarTile(x / AStarTile::FAKE_SIZE, y / AStarTile::FAKE_SIZE);
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AStarTile& goal = map->GetAStarTile(player->GetX() / AStarTile::FAKE_SIZE, player->GetY() / AStarTile::FAKE_SIZE);
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_astar.SetStartAndGoalStates(start, goal);
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bool solutionFound = false;
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_walkInPath = 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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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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unsigned int state = _astar.SearchStep();
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if(state == AStarSearch<AStarTile>::SEARCH_STATE_SUCCEEDED) {
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_walkInPath = 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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} else if(state != AStarSearch<AStarTile>::SEARCH_STATE_SEARCHING) {
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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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_lastTarget = _astar.GetSolutionEnd();
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_target = _astar.GetSolutionStart();
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_target = _astar.GetSolutionNext();
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if(!_target) {
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_walkInPath = false;
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} else {
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tileX = _target->GetX() / AStarTile::FAKE_SIZE;
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tileY = _target->GetY() / AStarTile::FAKE_SIZE;
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}
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}
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@ -2,7 +2,7 @@
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#include "Character.h"
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#include "Pathfinding.h"
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#include "../LevelGen/MapTile.h"
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#include "../LevelGen/AStarTile.h"
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class Player;
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@ -11,7 +11,8 @@ public:
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NPC(LevelGen* mapArg);
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~NPC(void);
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void Update(void);
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void ForceMove(void);
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void Update(void);
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void OnPlayerMove(Player* player);
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@ -19,15 +20,10 @@ protected:
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void Move(void);
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private:
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int _moveChangeFrequency;
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int _moveDurationCurrent;
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int _moveDurationMin;
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int _moveDurationMax;
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bool _moving;
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Timer _moveTimer;
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AStarSearch<MapTile> _astar;
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AStarSearch<AStarTile> _astar;
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bool _walkInPath;
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AStarTile* _target;
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AStarTile* _lastTarget;
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};
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@ -152,7 +152,7 @@ public:
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// The user provides this functions and uses AddSuccessor to add each
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// successor of node 'n' to _successors.
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bool ret = n->_userState.GetSuccessors(this, n->parent ? &n->parent->_userState : NULL);
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bool ret = n->_userState.GetSuccessors(this/*, n->parent ? &n->parent->_userState : NULL*/);
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if(!ret) {
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typename vector<Node*>::iterator successor;
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@ -71,6 +71,7 @@ NPC* WorldManager::GetNPCAt(int xArg, int yArg) {
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void WorldManager::CreateNPC(int x, int y) {
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NPC* npc = new NPC(_level);
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npc->SetXY(x, y);
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npc->ForceMove();
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npc->LoadSprites("../Data/Media/Images/Characters/template.png", 40,45);
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_npcs.push_back(npc);
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}
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53
src/libUnuk/LevelGen/AStarTile.cpp
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53
src/libUnuk/LevelGen/AStarTile.cpp
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@ -0,0 +1,53 @@
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#include "AStarTile.h"
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#include "../System/Vec2.h"
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#include "../LevelGen/LevelGen.h"
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bool AStarTile::IsSameState(AStarTile& tile) {
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return tile.x == x && tile.y == y;
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}
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bool AStarTile::IsGoal(AStarTile& tile) {
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return IsSameState(tile);
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}
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float AStarTile::GoalDistanceEstimate(AStarTile& goal) {
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Vec2 goalPos(goal.x * FAKE_SIZE, goal.y * FAKE_SIZE);
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Vec2 thisPos(x * FAKE_SIZE, y * FAKE_SIZE);
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return fabs(Vec2::DistanceSquared(thisPos, goalPos));
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}
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float AStarTile::GetCost(AStarTile& goal) {
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return FAKE_SIZE * FAKE_SIZE;
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}
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bool AStarTile::GetSuccessors(AStarSearch<AStarTile>* search) {
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if(_level->MetaTilePassable((x - 1) * FAKE_SIZE, y * FAKE_SIZE)) {
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AStarTile& successor = _level->GetAStarTile(x - 1, y);
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if(!search->AddSuccessor(successor)) {
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return false;
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}
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}
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if(_level->MetaTilePassable((x + 1) * FAKE_SIZE, y * FAKE_SIZE)) {
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AStarTile& successor = _level->GetAStarTile(x + 1, y);
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if(!search->AddSuccessor(successor)) {
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return false;
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}
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}
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if(_level->MetaTilePassable(x * FAKE_SIZE, (y - 1) * FAKE_SIZE)) {
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AStarTile& successor = _level->GetAStarTile(x, y - 1);
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if(!search->AddSuccessor(successor)) {
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return false;
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}
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}
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if(_level->MetaTilePassable(x * FAKE_SIZE, (y + 1) * FAKE_SIZE)) {
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AStarTile& successor = _level->GetAStarTile(x, y + 1);
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if(!search->AddSuccessor(successor)) {
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return false;
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}
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}
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return true;
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}
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29
src/libUnuk/LevelGen/AStarTile.h
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29
src/libUnuk/LevelGen/AStarTile.h
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@ -0,0 +1,29 @@
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#pragma once
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#include "../Engine/Pathfinding.h"
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class LevelGen;
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class AStarTile {
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public:
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AStarTile() {}
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AStarTile(LevelGen* level, int xArg, int yArg, bool passable) : _level(level), x(xArg), y(yArg), _passable(passable) {}
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bool IsSameState(AStarTile& tile);
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bool IsGoal(AStarTile& tile);
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float GoalDistanceEstimate(AStarTile& goal);
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float GetCost(AStarTile& goal);
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bool GetSuccessors(AStarSearch<AStarTile>* search);
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int GetX() { return x * FAKE_SIZE; }
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int GetY() { return y * FAKE_SIZE; }
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static const int FAKE_SIZE = 64
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;
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private:
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LevelGen* _level;
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bool _passable;
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int x;
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int y;
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};
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@ -40,6 +40,9 @@ void LevelGen::New(void) {
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// procedural generation
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DoMagic();
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// pathfinding
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UpdateAStarTiles();
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}
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void LevelGen::Load(const string& filename) {
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@ -146,6 +149,8 @@ void LevelGen::Load(const string& filename) {
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_world = WorldManager(this);
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GenerateEnemies();
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UpdateAStarTiles();
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}
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void LevelGen::Save(const string& filename){
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@ -255,7 +260,7 @@ void LevelGen::Unload(void) {
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_entityTextures.Unload();
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for(int x = 0; x < TILE_ARRAY_SIZE; x++) {
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for(int y = 0; y < TILE_ARRAY_SIZE; y++) {
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_tile[x][y] = MapTile(this);
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_tile[x][y] = MapTile();
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}
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}
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}
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@ -269,7 +274,7 @@ void LevelGen::DoMagic(void) {
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GenerateEntities("stone2", 35);
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GenerateEntities("closedChest", 100);
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GenerateEntities("closedChestMetal", 150);
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GenerateEntities("closedChestMetal2", 250);
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GenerateEntities("closedChestMetal2", 250);
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MakeWalkingPaths();
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GenerateEnemies();
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}
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@ -448,19 +453,18 @@ void LevelGen::MoveIfPossible(Character* character, float xVel, float yVel, bool
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character->SetXY(targetX, targetY);
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}
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bool LevelGen::CanMoveToPoint(int xArg, int yArg) {
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bool LevelGen::MetaTilePassable(int xArg, int yArg) {
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if(xArg < 0 || xArg > SCREEN_WIDTH ||
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yArg < 0 || yArg > SCREEN_HEIGHT) {
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return false;
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}
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int tileX = xArg / TILE_WIDTH;
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int tileY = yArg / TILE_HEIGHT;
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/*
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SDL_Rect moverRect;
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moverRect.x = xArg;
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moverRect.y = yArg;
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moverRect.w = 40;
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moverRect.h = 45;
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if(_tile[tileX][tileY].GetTileSolidity()) {
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return false;
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}
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for(int i = 0; i < BOUNDARIES_X; i++) {
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for(int j = 0; j < BOUNDARIES_Y; j++) {
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if(!_tile[i][j].GetEntitySolitity()) {
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@ -473,16 +477,34 @@ bool LevelGen::CanMoveToPoint(int xArg, int yArg) {
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entityRect.w = _tile[i][j].GetEntityWidth();
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entityRect.h = _tile[i][j].GetEntityHeight();
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if(xArg >= entityRect.x && xArg <= (entityRect.x + entityRect.w) &&
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yArg >= entityRect.y && yArg <= (entityRect.y + entityRect.h)) {
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if(CheckCollisionRect(moverRect, entityRect)) {
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return false;
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}
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}
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}
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SDL_Rect playerRect;
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playerRect.x = _player->GetX();
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playerRect.y = _player->GetY();
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playerRect.w = _player->GetWidth();
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playerRect.h = _player->GetHeight();
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if(CheckCollisionRect(moverRect, playerRect)) {
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return false;
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}
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*/
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return true;
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}
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void LevelGen::UpdateAStarTiles(void) {
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for(int x = 0; x < ASTAR_ARRAY_SIZE; x++) {
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for(int y = 0; y < ASTAR_ARRAY_SIZE; y++) {
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bool passable = MetaTilePassable(x * AStarTile::FAKE_SIZE, y * AStarTile::FAKE_SIZE);
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_astarTile[x][y] = AStarTile(this, x, y, passable);
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}
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}
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}
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string LevelGen::GetCurrentMap(void) {
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return _currentMap;
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}
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@ -527,6 +549,6 @@ int LevelGen::GetTileZLevel(int xArg, int yArg) {
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return _tile[xArg + 1][yArg + 1].GetZLevel();
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}
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MapTile& LevelGen::GetTile(int xArg, int yArg) {
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return _tile[xArg][yArg];
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AStarTile& LevelGen::GetAStarTile(int xArg, int yArg) {
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return _astarTile[xArg][yArg];
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}
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@ -12,6 +12,7 @@
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#include "../Sprite/ImageLoader.h"
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#include "../Sprite/ApplySurface.h"
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#include "../LevelGen/MapTile.h"
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#include "../LevelGen/AStarTile.h"
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#include "../System/Debug.h"
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#include "../Engine/WorldManager.h"
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using namespace std;
|
||||
@ -32,7 +33,7 @@ public:
|
||||
|
||||
void FindSpawnPoint(int& xArg, int& yArg, int objWidth, int objHeight);
|
||||
void MoveIfPossible(Character* character, float xVel, float yVel, bool isPlayer = false);
|
||||
bool CanMoveToPoint(int xArg, int yArg);
|
||||
bool MetaTilePassable(int xArg, int yArg);
|
||||
|
||||
bool GetTileSolidity(int xArg, int yArg);
|
||||
int GetTileX(int xArg, int yArg);
|
||||
@ -46,7 +47,7 @@ public:
|
||||
|
||||
int GetTileZLevel(int xArg, int yArg);
|
||||
|
||||
MapTile& GetTile(int xArg, int yArg);
|
||||
AStarTile& GetAStarTile(int xArg, int yArg);
|
||||
|
||||
string GetCurrentMap(void);
|
||||
|
||||
@ -60,13 +61,17 @@ private:
|
||||
void GenerateEntities(const std::string& name, int frequency);
|
||||
void MakeWalkingPaths(void);
|
||||
void GenerateEnemies(void);
|
||||
void UpdateAStarTiles(void);
|
||||
|
||||
string _currentMap;
|
||||
int x;
|
||||
int y;
|
||||
|
||||
static const int TILE_ARRAY_SIZE = 150;
|
||||
static const int TILE_ARRAY_SIZE = 15;
|
||||
MapTile _tile[TILE_ARRAY_SIZE][TILE_ARRAY_SIZE];
|
||||
|
||||
static const int ASTAR_ARRAY_SIZE = TILE_ARRAY_SIZE * (TILE_WIDTH / AStarTile::FAKE_SIZE);
|
||||
AStarTile _astarTile[ASTAR_ARRAY_SIZE][ASTAR_ARRAY_SIZE];
|
||||
|
||||
static const int BOUNDARIES_X = (SCREEN_WIDTH / TILE_WIDTH);
|
||||
static const int BOUNDARIES_Y = (SCREEN_HEIGHT / TILE_HEIGHT);
|
||||
|
@ -1,68 +0,0 @@
|
||||
#include "MapTile.h"
|
||||
#include "LevelGen.h"
|
||||
|
||||
MapTile::MapTile(const MapTile& source) {
|
||||
_level = source._level;
|
||||
_tile = source._tile;
|
||||
_entity = source._entity;
|
||||
_zLevel = source._zLevel;
|
||||
}
|
||||
|
||||
bool MapTile::IsSameState(MapTile& tile) {
|
||||
return (tile.GetTileX() == _tile.GetX()) && (tile.GetTileY() == _tile.GetY());
|
||||
}
|
||||
|
||||
bool MapTile::IsGoal(MapTile& tile) {
|
||||
return IsSameState(tile);
|
||||
}
|
||||
|
||||
float MapTile::GoalDistanceEstimate(MapTile& goal) {
|
||||
Vec2 thisPos(_tile.GetX(), _tile.GetY());
|
||||
Vec2 goalPos(goal.GetTileX(), goal.GetTileY());
|
||||
return abs(Vec2::DistanceSquared(thisPos, goalPos));
|
||||
}
|
||||
|
||||
float MapTile::GetCost(MapTile& goal) {
|
||||
return 64.0f*64.0f;
|
||||
}
|
||||
|
||||
bool MapTile::GetSuccessors(AStarSearch<MapTile>* search, MapTile* parent) {
|
||||
int tileX = _tile.GetX() / TILE_WIDTH;
|
||||
int tileY = _tile.GetY() / TILE_HEIGHT;
|
||||
|
||||
// Add tile to the left if possible.
|
||||
if(tileX > 0) {
|
||||
MapTile& successor = _level->GetTile(tileX - 1, tileY);
|
||||
if(successor.GetTileSolidity() || successor.GetEntitySolitity()) {
|
||||
search->AddSuccessor(successor);
|
||||
}
|
||||
}
|
||||
|
||||
// Add tile to the right if possible
|
||||
// TODO: replace 64 with map width
|
||||
if(tileX < 64) {
|
||||
MapTile& successor = _level->GetTile(tileX + 1, tileY);
|
||||
if(successor.GetTileSolidity() || successor.GetEntitySolitity()) {
|
||||
search->AddSuccessor(successor);
|
||||
}
|
||||
}
|
||||
|
||||
// Add tile to the bottom if possible
|
||||
if(tileY > 0) {
|
||||
MapTile& successor = _level->GetTile(tileX, tileY - 1);
|
||||
if(successor.GetTileSolidity() || successor.GetEntitySolitity()) {
|
||||
search->AddSuccessor(successor);
|
||||
}
|
||||
}
|
||||
|
||||
// Add tile to the top if possible
|
||||
// TODO: replace 64 with map height
|
||||
if(tileY < 64) {
|
||||
MapTile& successor = _level->GetTile(tileX, tileY + 1);
|
||||
if(successor.GetTileSolidity() || successor.GetEntitySolitity()) {
|
||||
search->AddSuccessor(successor);
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
@ -7,15 +7,11 @@
|
||||
#include "../Sprite/ApplySurface.h"
|
||||
#include "../LevelGen/MapElement.h"
|
||||
#include "../LevelGen/MapEntities.h"
|
||||
#include "../Engine/Pathfinding.h"
|
||||
#include "../System/Vec2.h"
|
||||
using namespace std;
|
||||
|
||||
class LevelGen;
|
||||
|
||||
class MapTile {
|
||||
public:
|
||||
MapTile(LevelGen* level = NULL) : _level(level) { }
|
||||
MapTile(void) { }
|
||||
~MapTile(void) { }
|
||||
|
||||
void Render(void) { _tile.Render(), _entity.Render(); }
|
||||
@ -32,7 +28,6 @@ public:
|
||||
void SetTileXY(int xArg, int yArg) { _tile.SetXY(xArg, yArg); }
|
||||
int GetTileX(void) { return _tile.GetX(); }
|
||||
int GetTileY(void) { return _tile.GetY(); }
|
||||
|
||||
|
||||
// Entity Mutators.
|
||||
void SetEntityTexture(SDL_Surface* arg) { _entity.SetTexture(arg); }
|
||||
@ -52,16 +47,7 @@ public:
|
||||
void SetZLevel(int arg) { _zLevel = arg; }
|
||||
int GetZLevel(void) { return _zLevel; }
|
||||
|
||||
// Pathfinding stuff.
|
||||
MapTile(const MapTile& source);
|
||||
bool IsSameState(MapTile& tile);
|
||||
bool IsGoal(MapTile& tile);
|
||||
float GoalDistanceEstimate(MapTile& goal);
|
||||
float GetCost(MapTile& goal);
|
||||
bool GetSuccessors(AStarSearch<MapTile>* search, MapTile* parent);
|
||||
|
||||
private:
|
||||
LevelGen* _level;
|
||||
MapElement _tile;
|
||||
MapEntityGeneric _entity;
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user