Gameplaykit之Pathfinding
1.import GameplayKit
2.Obstacles: 使用SKNode的extension中的obstacles方法,获得你想定义的障碍物数组[GKPolygonObstacle]
3.GKObstacleGraph: 使用障碍物数组和缓冲半径创建GKObstacleGraph
4.GKGraphNode2D设置: 给npc出发位置与结束位置赋值2D位置
5.将建好的GKObstacleGraph实例对象使用.connectNodeUsingObstacles关联出发位置与结束位置
6.使用GKObstacleGraph实例对象调用.findPath自动获取最佳路径path
7.遍历路径path,获得GKGraphNode,转换GKGraphNode为GKGraphNode2D,创建移动action,将所有action加入一个动作数组 . 让精灵运行队列动作sequence,执行动作数组中的action
示例func:
func moveBetweenTwoNode(_ startNode: SKSpriteNode,_ endNode: SKSpriteNode) {
let startGraphNode = GKGraphNode2D(point: SIMD2<Float>(Float(startNode.position.x), Float(startNode.position.y)))
let endGraphNode = GKGraphNode2D(point: SIMD2<Float>(Float(endNode.position.x), Float(endNode.position.y)))
//获取scene中你想定义为障碍物的node
let obstacles = SKNode.obstacles(fromNodeBounds: self.children.filter({ (element ) -> Bool in
return element.name == "barrierNode"
}))
let obstacleGraph = GKObstacleGraph(obstacles: obstacles, bufferRadius:10) // 你想要的缓冲半径)
//寻找最佳路径
obstacleGraph.connectUsingObstacles(node: startGraphNode)
obstacleGraph.connectUsingObstacles(node: endGraphNode)
let path:[GKGraphNode] = obstacleGraph.findPath(from: startGraphNode, to: endGraphNode)
var actions =
for node:GKGraphNode in path {
if let point2d = node as? GKGraphNode2D {
let point = CGPoint(x: CGFloat(point2d.position.x), y: CGFloat(point2d.position.y))
let action = SKAction.move(to: point, duration: 0.5)
actions.append(action)
startNode.run(SKAction.sequence(actions))