基本上,我正在尝试改进我正在制作的一款吃豆人游戏中的幽灵。在最初的“吃豆人”中,当一个鬼魂被吃掉时,当“吃豆人”拿起异能时,鬼眼就会导航回到主场,然后再把生出来。我想这样做。这也会帮助我实现一个幽灵AI,让他们更智能地移动,而不是随机移动。
所以基本上,这些眼睛必须通过这个导航:

而棋盘是从下面的2D数组中提取的:
//0's = Walls or location not allowed to go
//1's = Dot Spot
//2's = Clear Path nothing on it but safe to move
//3's = Power Dot
//-1's = only ghosts can go through
//5= Top entry spot
//6= bottom entry point
//7 = Cherry
//(Spots = row - 1 same with columns = - 1. First # is row. Second is col
public int board[][] =
{{2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2}, //1
{2, 0, 3, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 3, 0, 2}, //2
{2, 0, 1, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 1, 0, 2}, //3
{2,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,2}, //4
{2,0,1,0,0,1,0,1,0,0,0,0,0,1,0,1,0,0,1,0,2}, //5
{2,0,1,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,1,0,2}, //6
{2,0,0,0,0,1,0,0,0,1,0,1,0,0,0,1,0,0,0,0,2}, //7
{2,2,2,2,0,1,0,1,1,1,1,1,1,1,0,1,0,2,2,2,2}, //8
{0,0,0,0,0,1,0,1,0,0,-1,0,0,1,0,1,0,0,0,0,0}, //9
{5,2,2,2,2,1,1,1,0,2,2,2,0, 1 ,1,1,2,2,2,2,6}, //10 - cherry
{0,0,0,0,0,1,0,1,0,0,0,0,0,1,0,1,0,0,0,0,0}, //11
{2,2,2,2,0,1,0,1,1,1,2,1,1,1,0,1,0,2,2,2,2}, //12
{2,0,0,0,0,1,0,1,0,0,0,0,0,1,0,1,0,0,0,0,2}, //13
{2,0,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,1,0,2}, //14 - pacman on this row
{2,0,1,0,0,1,0,0,0,1,0,1,0,0,0,1,0,0,1,0,2}, //15
{2,0,1,1,0,1,1,1,1,1,1,1,1,1,1,1,0,1,1,0,2}, //16
{2,0,0,1,0,1,0,1,0,0,0,0,0,1,0,1,0,1,0,0,2}, //17
{2,0,1,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,1,0,2}, //18
{2,0,1,0,0,0,0,0,0,1,0,1,0,0,0,0,0,0,1,0,2}, //19
{2,0,3,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3,0,2}, //20
{2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2}}; //21所以我的问题是,我应该如何让眼睛在不穿墙的情况下以最快的方式到达中心主点?
发布于 2012-01-08 07:00:25
只需使用预计算墨迹即可。“主”方块被标记为零。然后,一个标记为n的正方形的所有未分配的相邻正方形都被分配了标号n +1。现在你所有的“死”幽灵要做的就是移动到一个标号较低的相邻正方形。最终,他们会走最短的路回到家。简单!
发布于 2012-01-08 00:34:18
您可以在Lee's algorithm中查找带有障碍物的矩阵中的最短路径。
https://stackoverflow.com/questions/8771183
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