这是我依据这篇博文http://hi.baidu.com/wsapyoemdfacmqr/item/bdfb5c0a74c904d01ef0466d。来在cocos2dx上编写。这是终于的效果图:
红色的地方是执行轨迹,黑色是禁止区域,接下来是代码,请结合那篇博文观看:
首先创建地板类,必需要有x和y,还有依据那篇博文的h和g。这是h文件里的代码:
#include "cocos2d.h"
typedef enum _FloorState
{
FloorGround,
FloorRiver
} FloorState;
class Floor : public cocos2d::LayerColor
{
public:
Floor();
~Floor(){}
static int at(int x, int y);
static Floor * create(const cocos2d::Color4B& color);
bool initWithColor(const cocos2d::Color4B& color);
int getF();
private:
CC_SYNTHESIZE(int, _x, X);
CC_SYNTHESIZE(int, _y, Y);
CC_SYNTHESIZE(int, _h, H);
CC_SYNTHESIZE(int, _g, G);
CC_SYNTHESIZE(FloorState, _landForm, LandForm);
CC_SYNTHESIZE(Floor *, _lastFloor, LastFloor);
};
基本上没有什么难度,另外,那个静态方法at使用了从数组中高速获取地板。
然后是cpp文件:
#include "Floor.h"
USING_NS_CC;
Floor::Floor()
{
_x = 0;
_y = 0;
_h = -1;
_g = -1;
_lastFloor = NULL;
}
int Floor::at(int x, int y)
{
return x + 28 * y;
}
Floor *Floor::create(const cocos2d::Color4B &color)
{
Floor *_floor = new Floor();
if ( _floor && _floor -> initWithColor( color ) )
{
_floor -> autorelease();
return _floor;
}
delete _floor;
_floor = NULL;
return NULL;
}
bool Floor::initWithColor(const cocos2d::Color4B &color)
{
if ( LayerColor::initWithColor(color, 39, 39) )
{
return true;
}
return false;
}
int Floor::getF()
{
return _h + _g;
}
然后在执行的Layer中:
void MainScene::createGround()
{
for (int y = 0; y < 18; y++)
{
for (int x = 0; x < 28; x++)
{
auto _floor = Floor::create( Color4B(255, 255, 255, 255) );
_floor -> setPosition(x * (_floor -> getContentSize().width + 1), y * (_floor -> getContentSize().height + 1));
_floor -> setX(x);
_floor -> setY(y);
_floor -> setLandForm( FloorGround );
this -> addChild( _floor );
if ( (x == 15 && y < 7) || (x == 3 && y < 10) || (y == 12 && x < 20) || (x == 5 && y > 8) || (x == 13 && y > 1) )
{
_floor -> setColor( Color3B(0, 0, 0) );
_floor -> setLandForm( FloorRiver );
}
ground.pushBack( _floor );
}
}
}
当中,这种方法:_floor -> setLandForm( FloorRiver )使用来制造禁止区域
然后加入起点和终点:
end = Floor::create( Color4B(0, 255, 255, 10) );
end -> setPosition( (ground.at( Floor::at(24, 14) )) -> getPosition() );
end -> setX(24);
end -> setY(14);
this -> addChild( end );
origin = Floor::create( Color4B(255, 255, 0, 255) );
origin -> setPosition( (ground.at( Floor::at(0, 0) )) -> getPosition() );
origin -> setX(0);
origin -> setY(0);
origin -> setH( fabs((end -> getX() - origin -> getX())) + fabs( end -> getY() - origin -> getY() ) );
origin -> setG(0);
this -> addChild( origin );
open.pushBack( origin );
在这些完毕后,就是须要使用A*算法来计算出路径了
首先从open数组中寻找F最小的地板;之后。将上下左右的地板做个推断,是否增加数组中。这部分放在一个死循环中,当增加的地板正是终点时,能够结束:
while (1)
{
Vector< Floor * >::iterator index = open.begin();
Vector< Floor * >::iterator minF = index;
for (; index != open.end(); index++)
{
if ( (*index) -> getF() < (*minF) -> getF() )
{
minF = index;
}
}
Floor *_origin = (*minF);
handleFloor(_origin, _origin -> getX(), _origin -> getY() - 1);
handleFloor(_origin, _origin -> getX(), _origin -> getY() + 1);
handleFloor(_origin, _origin -> getX() - 1, _origin -> getY());
handleFloor(_origin, _origin -> getX() + 1, _origin -> getY());
open.eraseObject( _origin );
close.pushBack( _origin );
_origin -> setColor( Color3B(0, 255, 0) );
Floor *getEnd = open.at( open.size() - 1 );
if ( getEnd -> getX() == end -> getX() && getEnd -> getY() == end -> getY() )
{
CCLOG("ENDG");
return;
}
}
handleFloor函数是用来推断该地板是否可以增加数组中
void MainScene::handleFloor(Floor *_floor, int x, int y)
{
if ( x < 0 || y < 0 )
{
return;
}
Floor *handle = ground.at( Floor::at(x, y) );
handle -> setX(x);
handle -> setY(y);
handle -> setH( fabs((end -> getX() - handle -> getX())) + fabs( end -> getY() - handle -> getY() ) );
handle -> setG( fabs((origin -> getX() - handle -> getX())) + fabs( origin -> getY() - handle -> getY() ) );
JUDGE( handle, _floor );
}
#define JUDGE(__FLOOR__, __LAST__) \
if ( !open.contains(__FLOOR__) && !close.contains(__FLOOR__) && __FLOOR__ -> getLandForm() != FloorRiver ) \
{ \
open.pushBack( __FLOOR__ ); \
__FLOOR__ -> setColor( Color3B(100, 100, 100) ); \
__FLOOR__ -> setLastFloor( __LAST__ ); \
} \
之后,就是取出open数组终的最后一块地板,并能够获取这块地板的上一块地板。并将其颜色改变
Floor *index = open.at( open.size() - 1 );
while ( index -> getLastFloor() != NULL )
{
index -> setColor( Color3B(255, 0, 0) );
index = index -> getLastFloor();
}
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