cocos2dx A*算法
头文件和源文件拷贝到项目中就能用了! have fun
使用cocos2dx 3.2 原理都一样
淡蓝色的点是地图
深蓝色的点是障碍物
绿色的点是路径
暗绿色的点是搜寻过的点
红色的点是按路径行走的点
dijkstra算法 会发现路径最短,但寻找过的路径比較多(计算速度慢)
最佳优先搜索算法会发现寻找过的路径少了(计算速度提高了),但走了很多弯路
A星算法 结合了上面2种算法 即寻找到了最短路径, 搜寻过的路径也比較少
#ifndef __HELLOWORLD_SCENE_H__ #define __HELLOWORLD_SCENE_H__ #include "cocos2d.h" #include "vector" using namespace std; USING_NS_CC; class PathSprite : public cocos2d::Sprite//继承Sprite类, 由于要在里面加些其它变量 { PathSprite():Sprite() { m_parent = NULL; m_child = NULL; m_costToSource = 0; m_FValue = 0; }; public: static PathSprite* create(const char* ch) { PathSprite *pRet = new PathSprite(); if (pRet ) { pRet->initWithFile(ch); pRet->autorelease(); return pRet; } else { delete pRet; pRet = NULL; return NULL; } } PathSprite* m_parent;//父节点 PathSprite* m_child;//子节点 float m_costToSource;//到起始点的距离 int m_x;//地图坐标 int m_y; float m_FValue; }; class PathSearchInfo//寻路类(主要负责寻路的參数和逻辑) { public: static int m_startX;//開始点 static int m_startY; static int m_endX;//结束点 static int m_endY; static vector<PathSprite*> m_openList;//开放列表(里面存放相邻节点) static vector<PathSprite*> m_inspectList;//检測列表(里面存放除了障碍物的节点) static vector<PathSprite*> m_pathList;//路径列表 static void barrierTest( vector<PathSprite*> &pathList,int x, int y)//模拟障碍物 { PathSprite* _z = getObjByPointOfMapCoord(pathList, x, y); if (_z) { _z->setColor(ccColor3B::MAGENTA); removeObjFromList(pathList, _z); } } static float calculateTwoObjDistance(PathSprite* obj1, PathSprite* obj2)//计算两个物体间的距离 { // float _offsetX = obj1->m_x - obj2->m_x; // float _offsetY = obj1->m_y - obj2->m_y; // return sqrt( _offsetX * _offsetX + _offsetY * _offsetY); float _x = abs(obj2->m_x - obj1->m_x); float _y = abs(obj2->m_y - obj1->m_y); return _x + _y; } static void inspectTheAdjacentNodes(PathSprite* node, PathSprite* adjacent, PathSprite* endNode)//把相邻的节点放入开放节点中 { if (adjacent) { float _x = abs(endNode->m_x - adjacent->m_x); float _y = abs(endNode->m_y - adjacent->m_y); float F , G, H1, H2, H3; adjacent->m_costToSource = node->m_costToSource + calculateTwoObjDistance(node, adjacent);//获得累计的路程 G = adjacent->m_costToSource; //三种算法, 感觉H2不错 H1 = _x + _y; H2 = hypot(_x, _y); H3 = max(_x, _y); #if 1 //A*算法 = Dijkstra算法 + 最佳优先搜索 F = G + H2; #endif #if 0//Dijkstra算法 F = G; #endif #if 0//最佳优先搜索 F = H2; #endif adjacent->m_FValue = F; adjacent->m_parent = node;//设置父节点 adjacent->setColor(Color3B::ORANGE);//搜寻过的节点设为橘色 node->m_child = adjacent;//设置子节点 PathSearchInfo::removeObjFromList(PathSearchInfo::m_inspectList, adjacent);//把检測过的点从检測列表中删除 PathSearchInfo::m_openList.push_back(adjacent);//增加开放列表 } } static PathSprite* getMinPathFormOpenList()//从开放节点中获取路径最小值 { if (m_openList.size()>0) { PathSprite* _sp =* m_openList.begin(); for (vector<PathSprite*>::iterator iter = m_openList.begin(); iter != m_openList.end(); iter++) { if ((*iter)->m_FValue < _sp->m_FValue) { _sp = *iter; } } return _sp; } else { return NULL; } } static PathSprite* getObjByPointOfMapCoord( vector<PathSprite*> &spriteVector, int x, int y)//依据点获取对象 { for (int i = 0; i < spriteVector.size(); i++) { if (spriteVector[i]->m_x == x && spriteVector[i]->m_y == y) { return spriteVector[i]; } } return NULL; } static bool removeObjFromList(vector<PathSprite*> &spriteVector, PathSprite* sprite)//从容器中移除对象 { for (vector<PathSprite*>::iterator iter = spriteVector.begin(); iter != spriteVector.end(); iter++) { if (*iter == sprite) { spriteVector.erase(iter); return true; } } return false; } }; class HelloWorld : public cocos2d::Layer { public: // there's no 'id' in cpp, so we recommend returning the class instance pointer static cocos2d::Scene* createScene(); // Here's a difference. Method 'init' in cocos2d-x returns bool, instead of returning 'id' in cocos2d-iphone virtual bool init(); // a selector callback void menuCloseCallback(cocos2d::Ref* pSender); // implement the "static create()" method manually CREATE_FUNC(HelloWorld); bool onTouchBegan(Touch* touch, Event* event); void onTouchMoved(Touch* touch, Event* event); void onTouchEnded(Touch* touch, Event* event); void calculatePath();//计算路径 void drawPath();//绘制路径 vector<PathSprite*> m_mapList;//地图 void clearPath();//清理路径 PathSprite* m_player;//人物 用于演示行走 int m_playerMoveStep;//人物当前的行程 void playerMove();//人物走动 }; #endif // __HELLOWORLD_SCENE_H__
#include "HelloWorldScene.h" vector<PathSprite*> PathSearchInfo::m_openList; vector<PathSprite*> PathSearchInfo::m_inspectList; vector<PathSprite*> PathSearchInfo::m_pathList; int PathSearchInfo::m_startX; int PathSearchInfo::m_startY; int PathSearchInfo::m_endX; int PathSearchInfo::m_endY; Scene* HelloWorld::createScene() { // 'scene' is an autorelease object auto scene = Scene::create(); // 'layer' is an autorelease object auto layer = HelloWorld::create(); // add layer as a child to scene scene->addChild(layer); // return the scene return scene; } // on "init" you need to initialize your instance bool HelloWorld::init() { ////////////////////////////// // 1. super init first if ( !Layer::init() ) { return false; } Size visibleSize = Director::getInstance()->getVisibleSize(); Vec2 origin = Director::getInstance()->getVisibleOrigin(); Size winSize = Director::getInstance()->getWinSize(); ///////////////////////////// // 2. add a menu item with "X" image, which is clicked to quit the program // you may modify it. // add a "close" icon to exit the progress. it's an autorelease object auto listener = EventListenerTouchOneByOne::create(); listener->setSwallowTouches(true); listener->onTouchBegan = CC_CALLBACK_2(HelloWorld::onTouchBegan, this); listener->onTouchMoved = CC_CALLBACK_2(HelloWorld::onTouchMoved, this); listener->onTouchEnded = CC_CALLBACK_2(HelloWorld::onTouchEnded, this); _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this); //模拟一张地图 左上角 为(0,0) 主要是模拟tiledmap 每块的宽度为1 int _width = 25; int _heigth = 15; for (int i = 0; i < _heigth; i++) { for (int j = 0; j < _width; j++) { PathSprite* _sp = PathSprite::create("CloseNormal.png"); _sp->m_x = j; _sp->m_y = i; Size _size = _sp->getContentSize(); _sp->setPosition(CCPoint(j * _size.width + 100, - i * _size.height + 600)); m_mapList.push_back(_sp); this->addChild(_sp); } } //设置障碍物 // for (int i = 0; i < _heigth*_width/2; i++) // { // // int _x = CCRANDOM_0_1()*_width; // int _y = CCRANDOM_0_1()*_heigth; // if (_x ==0 && _y == 0) { // continue; // } // PathSearchInfo::barrierTest(m_mapList,_x,_y); // } for (int i = 0; i < 10; i++) { PathSearchInfo::barrierTest(m_mapList,5+i,10); PathSearchInfo::barrierTest(m_mapList,15,i+1); } //PathSprite::getObjByPointOfMapCoord(m_inspectList, 2, 5)->removeFromParent(); //设置起始和终点 PathSearchInfo::m_startX =0; PathSearchInfo::m_startY = 0; PathSearchInfo::m_endX = 4; PathSearchInfo::m_endY = 9; m_player = PathSprite::create("CloseSelected1.png"); m_player->setColor(Color3B::RED); this->addChild(m_player); m_player->m_x = PathSearchInfo::m_startX; m_player->m_y = PathSearchInfo::m_startY; m_player->setPosition(PathSearchInfo::getObjByPointOfMapCoord(m_mapList, PathSearchInfo::m_startX, PathSearchInfo::m_startY)->getPosition()); return true; } void HelloWorld::calculatePath() { //得到開始点的节点 PathSprite* _sp = PathSearchInfo::getObjByPointOfMapCoord(PathSearchInfo::m_inspectList, PathSearchInfo::m_startX, PathSearchInfo::m_startY); //得到開始点的节点 PathSprite* _endNode = PathSearchInfo::getObjByPointOfMapCoord(PathSearchInfo::m_inspectList, PathSearchInfo::m_endX, PathSearchInfo::m_endY); //由于是開始点 把到起始点的距离设为0 _sp->m_costToSource = 0; _sp->m_FValue = 0; //把已经检測过的点从检測列表中删除 PathSearchInfo::removeObjFromList(PathSearchInfo::m_inspectList, _sp); //然后增加开放列表 PathSearchInfo::m_openList.push_back(_sp); PathSprite* _node = NULL; while (true) { //得到离起始点近期的点 _node = PathSearchInfo::getMinPathFormOpenList(); if (!_node) { //找不到路径 break; } //把计算过的点从开放列表中删除 PathSearchInfo::removeObjFromList(PathSearchInfo::m_openList, _node); int _x = _node->m_x; int _y = _node->m_y; // if (_x ==PathSearchInfo::m_endX && _y == PathSearchInfo::m_endY) { break; } //检測8个方向的相邻节点能否够放入开放列表中 PathSprite* _adjacent = PathSearchInfo::getObjByPointOfMapCoord(PathSearchInfo::m_inspectList, _x + 1, _y + 1); PathSearchInfo::inspectTheAdjacentNodes(_node, _adjacent, _endNode); _adjacent = PathSearchInfo::getObjByPointOfMapCoord(PathSearchInfo::m_inspectList, _x +1, _y); PathSearchInfo::inspectTheAdjacentNodes(_node, _adjacent, _endNode); _adjacent = PathSearchInfo::getObjByPointOfMapCoord(PathSearchInfo::m_inspectList, _x +1, _y-1); PathSearchInfo::inspectTheAdjacentNodes(_node, _adjacent, _endNode); _adjacent = PathSearchInfo::getObjByPointOfMapCoord(PathSearchInfo::m_inspectList, _x , _y -1); PathSearchInfo::inspectTheAdjacentNodes(_node, _adjacent, _endNode); _adjacent = PathSearchInfo::getObjByPointOfMapCoord(PathSearchInfo::m_inspectList, _x -1, _y - 1); PathSearchInfo::inspectTheAdjacentNodes(_node, _adjacent, _endNode); _adjacent = PathSearchInfo::getObjByPointOfMapCoord(PathSearchInfo::m_inspectList, _x -1, _y); PathSearchInfo::inspectTheAdjacentNodes(_node, _adjacent, _endNode); _adjacent = PathSearchInfo::getObjByPointOfMapCoord(PathSearchInfo::m_inspectList, _x -1, _y+1); PathSearchInfo::inspectTheAdjacentNodes(_node, _adjacent, _endNode); _adjacent = PathSearchInfo::getObjByPointOfMapCoord(PathSearchInfo::m_inspectList, _x , _y+1); PathSearchInfo::inspectTheAdjacentNodes(_node, _adjacent, _endNode); } while (_node) { //PathSprite* _sp = node; PathSearchInfo::m_pathList.insert(PathSearchInfo::m_pathList.begin(), _node); _node = _node->m_parent; } } void HelloWorld::drawPath( ) { for (vector<PathSprite*>::iterator iter = PathSearchInfo::m_pathList.begin(); iter != PathSearchInfo::m_pathList.end(); iter++) { (*iter)->setColor(ccColor3B::GREEN); } } bool HelloWorld::onTouchBegan(Touch* touch, Event* event) { //清除之前的路径 clearPath(); auto nodePosition = convertToNodeSpace( touch->getLocation() ); log("%f, %f", nodePosition.x, nodePosition.y); for (int i = 0; i < PathSearchInfo::m_inspectList.size(); i++) { PathSprite* _sp = PathSearchInfo::m_inspectList[i]; if (_sp->getBoundingBox().containsPoint(nodePosition)) { //获取触摸点, 设置为终点 PathSearchInfo::m_endX = _sp->m_x; PathSearchInfo::m_endY = _sp->m_y; //计算路径 calculatePath(); //绘制路径 drawPath( ); playerMove(); } } return true; } void HelloWorld::onTouchMoved(Touch* touch, Event* event) { // If it weren't for the TouchDispatcher, you would need to keep a reference // to the touch from touchBegan and check that the current touch is the same // as that one. // Actually, it would be even more complicated since in the Cocos dispatcher // you get Sets instead of 1 UITouch, so you'd need to loop through the set // in each touchXXX method. } void HelloWorld::onTouchEnded(Touch* touch, Event* event) { } void HelloWorld::menuCloseCallback(Ref* pSender) { #if (CC_TARGET_PLATFORM == CC_PLATFORM_WP8) || (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) MessageBox("You pressed the close button. Windows Store Apps do not implement a close button.","Alert"); return; #endif Director::getInstance()->end(); #if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS) exit(0); #endif } void HelloWorld::clearPath() { for (vector<PathSprite*>::iterator iter = m_mapList.begin(); iter != m_mapList.end(); iter++) { (*iter)->setColor(ccColor3B::WHITE); (*iter)->m_costToSource = 0; (*iter)->m_FValue = 0; (*iter)->m_parent = NULL; (*iter)->m_child = NULL; } //把移除了障碍物的地图放入检測列表中 PathSearchInfo::m_inspectList = m_mapList; PathSearchInfo::m_openList.clear(); PathSearchInfo::m_pathList.clear(); PathSearchInfo::m_startX = m_player->m_x; PathSearchInfo::m_startY = m_player->m_y; m_player->stopAllActions(); m_playerMoveStep = 0; } void HelloWorld::playerMove() { m_playerMoveStep++; if (m_playerMoveStep >= PathSearchInfo::m_pathList.size()) { return; } m_player->m_x = PathSearchInfo::m_pathList[m_playerMoveStep]->m_x; m_player->m_y = PathSearchInfo::m_pathList[m_playerMoveStep]->m_y; m_player->runAction(Sequence::create(MoveTo::create(0.2, PathSearchInfo::m_pathList[m_playerMoveStep]->getPosition()), CallFunc::create(this, SEL_CallFunc(&HelloWorld::playerMove)) , NULL)); }