Pathfinding / Deciding on direction
i'm making a simple iPhone game using cocos2d-iphone. I have an array of fiends, the "fiendSet" which has to navigate around a field full of obstacles. I spent the last three nights trying to get my A* pathfinding to work. I found the actual A* implementation here on stackoverflow and it works brilliantly. However, once i try to move my fiends around i run into trouble.
Each of my fiends has a CGPoint called motionTarget which contains the x and y values for where the fiend has to go. If only set the positions x and y to absolute values once a second, it works, like so:
-(void) updateFiendPositions:(ccTime)dt {
for (MSWFiend *currFiend in fiendSet) {
currFiend.position = ccp(currFiend.motionTarget.x,currFiend.motionTarget.y);
}
}
However, this doesn't look very nice, the fiends just "jump" 20px each second instead of animating nicely. I only implemented this as a placeholder method to verify the pathfinding. Now i want smooth animation. This is what i did:
-(void) updatePositions:(ccTime) dt {
for (MSWFiend *currFiend in fiendSet) {
if (currFiend.motionTarget.x != -1 && currFiend.motionTarget.y != -1) {
float x,y;
if ((int)floor(currFiend.position.x) < (int)floor(currFiend.motionTarget.x)) {
x = currFiend.position.x+(currFiend.speed*dt);
}
if ((int)floor(currFiend.position.x) > (int)floor(currFiend.motionTarget.x)) {
x = currFiend.position.x-(currFiend.speed*dt);
}
if (abs((int)floor(currFiend.position.x)-(int)floor(currFiend.motionTarget.x)) < 2) {
x = currFiend.motionTarget.x;
}
if ((int)floor(currFiend.position.y) < (int)floor(currFiend.motionTarget.y)) {
y = currFiend.position.y+(currFiend.speed*dt);
}
if ((int)floor(currFiend.position.y) > (int)floor(currFiend.motionTarget.y)) {
y = currFiend.position.y-(currFiend.speed*dt);
}
if (abs((int)floor(currFiend.position.y)-(int)floor(currFiend.motionTarget.y)) < 2) {
y = currFiend.motionTarget.y;
}
currFiend.position = ccp(x,y);
}
}
}
This works great for fiends moving in one direction. As soon as a fiend is supposed to go around a bend, trouble starts. Instead of for example first going up, then right, then down; my fiends will combine the up/right motion into one, they are "cutting corners开发者_运维技巧". I only want my fiends to move either north/south OR east/west for each position update, not both. In other words, i don't want to animate changes to x and y simultaneously. I hope this explanation is clear enough..
I'm pretty sure i have a logic error somewhere.. i just havn't been able to figure it out for the last three sleepless nights after work.. Help!
You have to keep track of each node in the path to the target. That way you only animate the motion to the next node. Also you can use a CCMoveTo action instead on doing the animation yourself.
@Aleph thanks for your suggestion. I found that it was the code which determines when to assign a new motionTarget, that was faulty, not the code i posted to begin with. When you mentioned keeping track of each nodes position, i thought of my motionTarget determination code and found the error after 2-3 hours. I ended up doing it like this:
-(void) updatePositions:(ccTime) dt {
for (MSWFiend *currFiend in fiendSet) {
int fiendGX,fiendGY,targetGX,targetGY,dGX,dGY;
float x,y,snappedX,snappedY;
BOOL snappedIntoPosition = FALSE;
fiendGX = (int)round(100.0f*(currFiend.position.x/20));
fiendGY = (int)round(100.0f*(currFiend.position.y/20));
targetGX = (int)round(100.0f*(currFiend.motionTarget.x/20));
targetGY = (int)round(100.0f*(currFiend.motionTarget.y/20));
snappedX = currFiend.position.x;
snappedY = currFiend.position.y;
dGX = abs(fiendGX-targetGX);
dGY = abs(fiendGY-targetGY);
float snappingThreshold; //1 = snap when 0.1 from motionTarget.
snappingThreshold = currFiend.speed/10;
if (dGX < snappingThreshold && dGY < snappingThreshold) {
snappingThreshold = currFiend.motionTarget.x;
snappingThreshold = currFiend.motionTarget.y;
int newPathStep;
newPathStep = currFiend.pathStep + 1;
currFiend.pathStep = newPathStep;
}
int gX,gY;
gX = [[currFiend.path objectAtIndex:currFiend.pathStep] nodeX];
gY = (tileMap.mapSize.height-[[currFiend.path objectAtIndex:currFiend.pathStep] nodeY])-1;
currFiend.motionTarget = ccp(gX*20,gY*20); //Assign motion target to the next A* node. This is later used by the position updater.
if (currFiend.motionTarget.x != -1 && currFiend.motionTarget.y != -1) {
x = currFiend.motionTarget.x;
y = currFiend.motionTarget.y;
if ((int)floor(currFiend.position.x) < (int)floor(currFiend.motionTarget.x)) {
//Move right
x = snappedX+(currFiend.speed*dt);
if (x > currFiend.motionTarget.x) {
x = currFiend.motionTarget.x;
}
y = snappedY;
}
if ((int)floor(currFiend.position.x) > (int)floor(currFiend.motionTarget.x)) {
//Move left
x = snappedX-(currFiend.speed*dt);
if (x < currFiend.motionTarget.x) {
x = currFiend.motionTarget.x;
}
y = snappedY;
}
if ((int)floor(currFiend.position.y) < (int)floor(currFiend.motionTarget.y)) {
//Move up
y = snappedY+(currFiend.speed*dt);
if (y > currFiend.motionTarget.y) {
y = currFiend.motionTarget.y;
}
x = snappedX;
}
if ((int)floor(currFiend.position.y) > (int)floor(currFiend.motionTarget.y)) {
//Move down
y = snappedY-(currFiend.speed*dt);
if (y < currFiend.motionTarget.y) {
y = currFiend.motionTarget.y;
}
x = snappedX;
}
}
currFiend.position = ccp(x,y);
}
}
精彩评论