我研究这种人工智能方法已经有一段时间了。如果有一堵墙挡住了敌人通向玩家的道路,它基本上会为敌人可能去的每个方向设置一个int。这在大多数情况下是行不通的。有时敌人会穿过他们无法穿过的缝隙。其他时候,它会被贴在有明显缝隙的墙上。我会附上我的代码,但如果它看起来太低效或只是不是解决它的方法,我并不反对完全改变我的方法。我只是想知道这些事情是如何正常完成的,这样我就可以更好地实现它(并且工作!)道路。
我的代码:
public void update(ArrayList<Wall> walls, Player p){
findPlayer(p.getX(), p.getY());
boolean isCollision = false;
System.out.println(isCollision);
//if movement straight towards the player is blocked, move along the walls
for(Wall w : walls){
if(Helper.isBoundingBoxCollision((int)(x + vectorToPlayer.getDX() * SPEED), (int)(y + vectorToPlayer.getDY() * SPEED), width, height, w.getX(), w.getY(), w.width, w.height)){
isCollision = true;
if(Math.abs(vectorToPlayer.getDX()) > Math.abs(vectorToPlayer.getDY())){
if(vectorToPlayer.getDX() > 0)
WALL_COLLISION = 3;
else
WALL_COLLISION = 1;
}
else if(Math.abs(vectorToPlayer.getDX()) < Math.abs(vectorToPlayer.getDY())){
if(vectorToPlayer.getDY() > 0)
WALL_COLLISION = 0;
else
WALL_COLLISION = 2;
}
}
}
//System.out.println(isCollision);
//set the direction to the straight on vector, to be reset if there is a collision on this path
direction = vectorToPlayer;
if(isCollision){
//reset the variable, don't mind that what this is named is completely opposite = PIMPIN'
isCollision = false;
//scale dem walls son, and see when the path is clear
for(Wall w : walls){
if(WALL_COLLISION == 0 && !Helper.isBoundingBoxCollision(x + SPEED, y, width, height, w.getX(), w.getY(), w.width, w.height)){
WALL_COLLISION = 3;
isCollision = true;
}
else if(WALL_COLLISION == 1 && !Helper.isBoundingBoxCollision(x, y + SPEED, width, height, w.getX(), w.getY(), w.width, w.height)){
WALL_COLLISION--;
isCollision = true;
}
else if(WALL_COLLISION == 2 && !Helper.isBoundingBoxCollision(x - SPEED, y, width, height, w.getX(), w.getY(), w.width, w.height)){
WALL_COLLISION--;
isCollision = true;
}
else if(WALL_COLLISION == 3 && !Helper.isBoundingBoxCollision(x, y - SPEED, width, height, w.getX(), w.getY(), w.width, w.height)){
WALL_COLLISION--;
isCollision = true;
}
}
//if there is NOT a wall on the designated side, set the vector accoridingly
if(isCollision){
if(WALL_COLLISION == 0)
direction = new NVector(0, 1);
else if(WALL_COLLISION == 1)
direction = new NVector(1, 0);
else if(WALL_COLLISION == 2)
direction = new NVector(0, -1);
else if(WALL_COLLISION == 3)
direction = new NVector(-1, 0);
}
}
x += Math.round(direction.getDX()*SPEED);
y += Math.round(direction.getDY()*SPEED);
}发布于 2012-11-09 01:53:17
看起来你目前正在尝试实现的东西被称为转向,但通常这些事情的实现方式应该是Pathfinding。您决定使用哪一个取决于您的应用程序。转向是向你的目标移动,但如果有障碍物,就改变方向,而且不能保证到达目的地。寻路通常是通过构建一个“可步行”的路点或区域的图形,然后使用an algorithm such as Dijkstra's遍历它来完成的。
https://stackoverflow.com/questions/13294752
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