Working on pathfinding
This commit is contained in:
@@ -5,7 +5,8 @@
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<title>Moonlight Skulk (Working Title)</title>
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<script type="text/javascript" src="//ajax.googleapis.com/ajax/libs/jquery/1.9.1/jquery.min.js"></script>
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<script type="text/javascript" src="js/phaser.js"></script>
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<script type="text/javascript" src="http://polyk.ivank.net/polyk.js"></script>
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<script type="text/javascript" src="js/PathFinderPlugin.js"></script>
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<script type="text/javascript" src="js/easystar-0.1.5.js"></script>
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<style type="text/css">
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body {
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margin: 0;
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110
moonlight/js/PathFinderPlugin.js
Normal file
110
moonlight/js/PathFinderPlugin.js
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@@ -0,0 +1,110 @@
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/**
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* Constructor.
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*
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* @param parent
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* @constructor
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*/
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Phaser.Plugin.PathFinderPlugin = function (parent) {
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if (typeof EasyStar !== 'object') {
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throw new Error("Easystar is not defined!");
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}
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this.parent = parent;
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this._easyStar = new EasyStar.js();
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this._grid = null;
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this._callback = null;
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this._prepared = false;
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this._walkables = [0];
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};
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Phaser.Plugin.PathFinderPlugin.prototype = Object.create(Phaser.Plugin.prototype);
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Phaser.Plugin.PathFinderPlugin.prototype.constructor = Phaser.Plugin.PathFinderPlugin;
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/**
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* Set Grid for Pathfinding.
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*
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* @param grid Mapdata as a two dimensional array.
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* @param walkables Tiles which are walkable. Every other tile is marked as blocked.
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* @param iterationsPerCount
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*/
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Phaser.Plugin.PathFinderPlugin.prototype.setGrid = function (grid, walkables, iterationsPerCount) {
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iterationsPerCount = iterationsPerCount || null;
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this._grid = [];
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for (var i = 0; i < grid.length; i++)
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{
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this._grid[i] = []
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for (var j = 0; j < grid[i].length; j++)
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{
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if (grid[i][j])
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this._grid[i][j] = grid[i][j].index
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else
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this._grid[i][j] = 0
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}
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}
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this._walkables = walkables;
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this._easyStar.setGrid(this._grid);
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this._easyStar.setAcceptableTiles(this._walkables);
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// initiate all walkable tiles with cost 1 so they will be walkable even if they are not on the grid map, jet.
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for (var i = 0; i < walkables.length; i++)
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{
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this.setTileCost(walkables[i], 1);
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}
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if (iterationsPerCount !== null) {
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this._easyStar.setIterationsPerCalculation(iterationsPerCount);
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}
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};
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/**
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* Sets the tile cost for a particular tile type.
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*
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* @param {Number} The tile type to set the cost for.
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* @param {Number} The multiplicative cost associated with the given tile.
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*/
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Phaser.Plugin.PathFinderPlugin.prototype.setTileCost = function (tileType, cost) {
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this._easyStar.setTileCost(tileType, cost);
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}
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/**
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* Set callback function (Uh, really?)
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* @param callback
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*/
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Phaser.Plugin.PathFinderPlugin.prototype.setCallbackFunction = function (callback) {
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this._callback = callback;
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};
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/**
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* Prepare pathcalculation for easystar.
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*
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* @param from array 0: x-coords, 1: y-coords ([x,y])
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* @param to array 0: x-coords, 1: y-coords ([x,y])
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*/
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Phaser.Plugin.PathFinderPlugin.prototype.preparePathCalculation = function (from, to) {
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if (this._callback === null || typeof this._callback !== "function") {
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throw new Error("No Callback set!");
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}
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var startX = from[0],
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startY = from[1],
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destinationX = to[0],
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destinationY = to[1];
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this._easyStar.findPath(startX, startY, destinationX, destinationY, this._callback);
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this._prepared = true;
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};
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/**
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* Start path calculation.
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*/
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Phaser.Plugin.PathFinderPlugin.prototype.calculatePath = function () {
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if (this._prepared === null) {
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throw new Error("no Calculation prepared!");
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}
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this._easyStar.calculate();
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};
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555
moonlight/js/easystar-0.1.8.js
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555
moonlight/js/easystar-0.1.8.js
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@@ -0,0 +1,555 @@
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//For require.js
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if (typeof define === "function" && define.amd) {
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define("easystar", [], function() {
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return EasyStar;
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});
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}
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//For browserify and node.js
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if (typeof module !== 'undefined' && module.exports) {
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module.exports = EasyStar;
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}
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//NameSpace
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var EasyStar = EasyStar || {};
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/**
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* A simple Node that represents a single tile on the grid.
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* @param {Object} parent The parent node.
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* @param {Number} x The x position on the grid.
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* @param {Number} y The y position on the grid.
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* @param {Number} costSoFar How far this node is in moves*cost from the start.
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* @param {Number} simpleDistanceToTarget Manhatten distance to the end point.
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**/
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EasyStar.Node = function(parent, x, y, costSoFar, simpleDistanceToTarget) {
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this.parent = parent;
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this.x = x;
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this.y = y;
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this.costSoFar = costSoFar;
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this.simpleDistanceToTarget = simpleDistanceToTarget;
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/**
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* @return {Number} Best guess distance of a cost using this node.
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**/
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this.bestGuessDistance = function() {
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return this.costSoFar + this.simpleDistanceToTarget;
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}
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};
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//Constants
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EasyStar.Node.OPEN_LIST = 0;
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EasyStar.Node.CLOSED_LIST = 1;
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/**
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* This is an improved Priority Queue data type implementation that can be used to sort any object type.
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* It uses a technique called a binary heap.
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*
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* For more on binary heaps see: http://en.wikipedia.org/wiki/Binary_heap
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*
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* @param {String} criteria The criteria by which to sort the objects.
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* This should be a property of the objects you're sorting.
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*
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* @param {Number} heapType either PriorityQueue.MAX_HEAP or PriorityQueue.MIN_HEAP.
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**/
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EasyStar.PriorityQueue = function(criteria,heapType) {
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this.length = 0; //The current length of heap.
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var queue = [];
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var isMax = false;
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//Constructor
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if (heapType==EasyStar.PriorityQueue.MAX_HEAP) {
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isMax = true;
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} else if (heapType==EasyStar.PriorityQueue.MIN_HEAP) {
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isMax = false;
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} else {
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throw heapType + " not supported.";
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}
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/**
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* Inserts the value into the heap and sorts it.
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*
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* @param value The object to insert into the heap.
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**/
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this.insert = function(value) {
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if (!value.hasOwnProperty(criteria)) {
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throw "Cannot insert " + value + " because it does not have a property by the name of " + criteria + ".";
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}
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queue.push(value);
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this.length++;
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bubbleUp(this.length-1);
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}
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/**
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* Peeks at the highest priority element.
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*
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* @return the highest priority element
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**/
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this.getHighestPriorityElement = function() {
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return queue[0];
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}
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/**
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* Removes and returns the highest priority element from the queue.
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*
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* @return the highest priority element
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**/
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this.shiftHighestPriorityElement = function() {
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if (this.length === 0) {
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throw ("There are no more elements in your priority queue.");
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} else if (this.length === 1) {
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var onlyValue = queue[0];
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queue = [];
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this.length = 0;
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return onlyValue;
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}
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var oldRoot = queue[0];
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var newRoot = queue.pop();
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this.length--;
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queue[0] = newRoot;
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swapUntilQueueIsCorrect(0);
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return oldRoot;
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}
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var bubbleUp = function(index) {
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if (index===0) {
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return;
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}
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var parent = getParentOf(index);
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if (evaluate(index,parent)) {
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swap(index,parent);
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bubbleUp(parent);
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} else {
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return;
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}
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}
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var swapUntilQueueIsCorrect = function(value) {
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var left = getLeftOf(value);
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var right = getRightOf(value);
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if (evaluate(left,value)) {
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swap(value,left);
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swapUntilQueueIsCorrect(left);
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} else if (evaluate(right,value)) {
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swap(value,right);
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swapUntilQueueIsCorrect(right);
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} else if (value==0) {
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return;
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} else {
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swapUntilQueueIsCorrect(0);
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}
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}
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var swap = function(self,target) {
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var placeHolder = queue[self];
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queue[self] = queue[target];
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queue[target] = placeHolder;
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}
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var evaluate = function(self,target) {
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if (queue[target]===undefined||queue[self]===undefined) {
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return false;
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}
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var selfValue;
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var targetValue;
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//Check if the criteria should be the result of a function call.
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if (typeof queue[self][criteria] === 'function') {
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selfValue = queue[self][criteria]();
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targetValue = queue[target][criteria]();
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} else {
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selfValue = queue[self][criteria];
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targetValue = queue[target][criteria];
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}
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if (isMax) {
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if (selfValue > targetValue) {
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return true;
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} else {
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return false;
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}
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} else {
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if (selfValue < targetValue) {
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return true;
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} else {
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return false;
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}
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}
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}
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var getParentOf = function(index) {
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return Math.floor(index/2)-1;
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}
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var getLeftOf = function(index) {
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return index*2 + 1;
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}
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var getRightOf = function(index) {
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return index*2 + 2;
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}
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};
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//Constants
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EasyStar.PriorityQueue.MAX_HEAP = 0;
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EasyStar.PriorityQueue.MIN_HEAP = 1;
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/**
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* Represents a single instance of EasyStar.
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* A path that is in the queue to eventually be found.
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*/
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EasyStar.instance = function() {
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this.isDoneCalculating = true;
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this.pointsToAvoid = {};
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this.startX;
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this.callback;
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this.startY;
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this.endX;
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this.endY;
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this.nodeHash = {};
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this.openList;
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};
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/**
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* EasyStar.js
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* github.com/prettymuchbryce/EasyStarJS
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* Licensed under the MIT license.
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*
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* Implementation By Bryce Neal (@prettymuchbryce)
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**/
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EasyStar.js = function() {
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var STRAIGHT_COST = 10;
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var DIAGONAL_COST = 14;
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var pointsToAvoid = {};
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var collisionGrid;
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var costMap = {};
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var iterationsSoFar;
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var instances = [];
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var iterationsPerCalculation = Number.MAX_VALUE;
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var acceptableTiles;
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var diagonalsEnabled = false;
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/**
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* Sets the collision grid that EasyStar uses.
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*
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* @param {Array|Number} tiles An array of numbers that represent
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* which tiles in your grid should be considered
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* acceptable, or "walkable".
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**/
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this.setAcceptableTiles = function(tiles) {
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if (tiles instanceof Array) {
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//Array
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acceptableTiles = tiles;
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} else if (!isNaN(parseFloat(tiles)) && isFinite(tiles)) {
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//Number
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acceptableTiles = [tiles];
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}
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};
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/**
|
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* Enable diagonal pathfinding.
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*/
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this.enableDiagonals = function() {
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diagonalsEnabled = true;
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}
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/**
|
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* Disable diagonal pathfinding.
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*/
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||||
this.disableDiagonals = function() {
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diagonalsEnabled = false;
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||||
}
|
||||
|
||||
/**
|
||||
* Sets the collision grid that EasyStar uses.
|
||||
*
|
||||
* @param {Array} grid The collision grid that this EasyStar instance will read from.
|
||||
* This should be a 2D Array of Numbers.
|
||||
**/
|
||||
this.setGrid = function(grid) {
|
||||
collisionGrid = grid;
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||||
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||||
//Setup cost map
|
||||
for (var y = 0; y < collisionGrid.length; y++) {
|
||||
for (var x = 0; x < collisionGrid[0].length; x++) {
|
||||
if (!costMap[collisionGrid[y][x]]) {
|
||||
costMap[collisionGrid[y][x]] = 1
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Sets the tile cost for a particular tile type.
|
||||
*
|
||||
* @param {Number} The tile type to set the cost for.
|
||||
* @param {Number} The multiplicative cost associated with the given tile.
|
||||
**/
|
||||
this.setTileCost = function(tileType, cost) {
|
||||
costMap[tileType] = cost;
|
||||
};
|
||||
|
||||
/**
|
||||
* Sets the number of search iterations per calculation.
|
||||
* A lower number provides a slower result, but more practical if you
|
||||
* have a large tile-map and don't want to block your thread while
|
||||
* finding a path.
|
||||
*
|
||||
* @param {Number} iterations The number of searches to prefrom per calculate() call.
|
||||
**/
|
||||
this.setIterationsPerCalculation = function(iterations) {
|
||||
iterationsPerCalculation = iterations;
|
||||
};
|
||||
|
||||
/**
|
||||
* Avoid a particular point on the grid,
|
||||
* regardless of whether or not it is an acceptable tile.
|
||||
*
|
||||
* @param {Number} x The x value of the point to avoid.
|
||||
* @param {Number} y The y value of the point to avoid.
|
||||
**/
|
||||
this.avoidAdditionalPoint = function(x, y) {
|
||||
pointsToAvoid[x + "_" + y] = 1;
|
||||
};
|
||||
|
||||
/**
|
||||
* Stop avoiding a particular point on the grid.
|
||||
*
|
||||
* @param {Number} x The x value of the point to stop avoiding.
|
||||
* @param {Number} y The y value of the point to stop avoiding.
|
||||
**/
|
||||
this.stopAvoidingAdditionalPoint = function(x, y) {
|
||||
delete pointsToAvoid[x + "_" + y];
|
||||
};
|
||||
|
||||
/**
|
||||
* Stop avoiding all additional points on the grid.
|
||||
**/
|
||||
this.stopAvoidingAllAdditionalPoints = function() {
|
||||
pointsToAvoid = {};
|
||||
};
|
||||
|
||||
/**
|
||||
* Find a path.
|
||||
*
|
||||
* @param {Number} startX The X position of the starting point.
|
||||
* @param {Number} startY The Y position of the starting point.
|
||||
* @param {Number} endX The X position of the ending point.
|
||||
* @param {Number} endY The Y position of the ending point.
|
||||
* @param {Function} callback A function that is called when your path
|
||||
* is found, or no path is found.
|
||||
*
|
||||
**/
|
||||
this.findPath = function(startX, startY ,endX, endY, callback) {
|
||||
//No acceptable tiles were set
|
||||
if (acceptableTiles === undefined) {
|
||||
throw "You can't set a path without first calling setAcceptableTiles() on EasyStar.";
|
||||
}
|
||||
//No grid was set
|
||||
if (collisionGrid === undefined) {
|
||||
throw "You can't set a path without first calling setGrid() on EasyStar.";
|
||||
}
|
||||
|
||||
//Start or endpoint outside of scope.
|
||||
if (startX < 0 || startY < 0 || endX < 0 || endX < 0 ||
|
||||
startX > collisionGrid[0].length-1 || startY > collisionGrid.length-1 ||
|
||||
endX > collisionGrid[0].length-1 || endY > collisionGrid.length-1) {
|
||||
throw "Your start or end point is outside the scope of your grid.";
|
||||
}
|
||||
|
||||
//Start and end are the same tile.
|
||||
if (startX===endX && startY===endY) {
|
||||
callback([]);
|
||||
}
|
||||
|
||||
//End point is not an acceptable tile.
|
||||
var endTile = collisionGrid[endY][endX];
|
||||
var isAcceptable = false;
|
||||
for (var i = 0; i < acceptableTiles.length; i++) {
|
||||
if (endTile === acceptableTiles[i]) {
|
||||
isAcceptable = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (isAcceptable === false) {
|
||||
callback(null);
|
||||
return;
|
||||
}
|
||||
|
||||
//Create the instance
|
||||
var instance = new EasyStar.instance();
|
||||
instance.openList = new EasyStar.PriorityQueue("bestGuessDistance",EasyStar.PriorityQueue.MIN_HEAP);
|
||||
instance.isDoneCalculating = false;
|
||||
instance.nodeHash = {};
|
||||
instance.startX = startX;
|
||||
instance.startY = startY;
|
||||
instance.endX = endX;
|
||||
instance.endY = endY;
|
||||
instance.callback = callback;
|
||||
|
||||
instance.openList.insert(coordinateToNode(instance, instance.startX,
|
||||
instance.startY, null, STRAIGHT_COST));
|
||||
|
||||
instances.push(instance);
|
||||
};
|
||||
|
||||
/**
|
||||
* This method steps through the A* Algorithm in an attempt to
|
||||
* find your path(s). It will search 4 tiles for every calculation.
|
||||
* You can change the number of calculations done in a call by using
|
||||
* easystar.setIteratonsPerCalculation().
|
||||
**/
|
||||
this.calculate = function() {
|
||||
if (instances.length === 0 || collisionGrid === undefined || acceptableTiles === undefined) {
|
||||
return;
|
||||
}
|
||||
for (iterationsSoFar = 0; iterationsSoFar < iterationsPerCalculation; iterationsSoFar++) {
|
||||
if (instances.length === 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
//Couldn't find a path.
|
||||
if (instances[0].openList.length===0) {
|
||||
instances[0].callback(null);
|
||||
instances.shift();
|
||||
continue;
|
||||
}
|
||||
|
||||
var searchNode = instances[0].openList.shiftHighestPriorityElement();
|
||||
searchNode.list = EasyStar.Node.CLOSED_LIST;
|
||||
|
||||
if (searchNode.y > 0) {
|
||||
checkAdjacentNode(instances[0], searchNode, 0, -1, STRAIGHT_COST *
|
||||
costMap[collisionGrid[searchNode.y-1][searchNode.x]]);
|
||||
if (instances[0].isDoneCalculating===true) {
|
||||
instances.shift();
|
||||
continue;
|
||||
}
|
||||
}
|
||||
if (searchNode.x < collisionGrid[0].length-1) {
|
||||
checkAdjacentNode(instances[0], searchNode, 1, 0, STRAIGHT_COST *
|
||||
costMap[collisionGrid[searchNode.y][searchNode.x+1]]);
|
||||
if (instances[0].isDoneCalculating===true) {
|
||||
instances.shift();
|
||||
continue;
|
||||
}
|
||||
}
|
||||
if (searchNode.y < collisionGrid.length-1) {
|
||||
checkAdjacentNode(instances[0], searchNode, 0, 1, STRAIGHT_COST *
|
||||
costMap[collisionGrid[searchNode.y+1][searchNode.x]]);
|
||||
if (instances[0].isDoneCalculating===true) {
|
||||
instances.shift();
|
||||
continue;
|
||||
}
|
||||
}
|
||||
if (searchNode.x > 0) {
|
||||
checkAdjacentNode(instances[0], searchNode, -1, 0, STRAIGHT_COST *
|
||||
costMap[collisionGrid[searchNode.y][searchNode.x-1]]);
|
||||
if (instances[0].isDoneCalculating===true) {
|
||||
instances.shift();
|
||||
continue;
|
||||
}
|
||||
}
|
||||
if (diagonalsEnabled) {
|
||||
if (searchNode.x > 0 && searchNode.y > 0) {
|
||||
checkAdjacentNode(instances[0], searchNode, -1, -1, DIAGONAL_COST *
|
||||
costMap[collisionGrid[searchNode.y-1][searchNode.x-1]]);
|
||||
if (instances[0].isDoneCalculating===true) {
|
||||
instances.shift();
|
||||
continue;
|
||||
}
|
||||
}
|
||||
if (searchNode.x < collisionGrid[0].length-1 && searchNode.y < collisionGrid.length-1) {
|
||||
checkAdjacentNode(instances[0], searchNode, 1, 1, DIAGONAL_COST *
|
||||
costMap[collisionGrid[searchNode.y+1][searchNode.x+1]]);
|
||||
if (instances[0].isDoneCalculating===true) {
|
||||
instances.shift();
|
||||
continue;
|
||||
}
|
||||
}
|
||||
if (searchNode.x < collisionGrid[0].length-1 && searchNode.y > 0) {
|
||||
checkAdjacentNode(instances[0], searchNode, 1, -1, DIAGONAL_COST *
|
||||
costMap[collisionGrid[searchNode.y-1][searchNode.x+1]]);
|
||||
if (instances[0].isDoneCalculating===true) {
|
||||
instances.shift();
|
||||
continue;
|
||||
}
|
||||
}
|
||||
if (searchNode.x > 0 && searchNode.y < collisionGrid.length-1) {
|
||||
checkAdjacentNode(instances[0], searchNode, -1, 1, DIAGONAL_COST *
|
||||
costMap[collisionGrid[searchNode.y+1][searchNode.x-1]]);
|
||||
if (instances[0].isDoneCalculating===true) {
|
||||
instances.shift();
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
//Private methods follow
|
||||
|
||||
var checkAdjacentNode = function(instance, searchNode, x, y, cost) {
|
||||
var adjacentCoordinateX = searchNode.x+x;
|
||||
var adjacentCoordinateY = searchNode.y+y;
|
||||
|
||||
if (instance.endX === adjacentCoordinateX && instance.endY === adjacentCoordinateY) {
|
||||
instance.isDoneCalculating = true;
|
||||
var path = [];
|
||||
var pathLen = 0;
|
||||
path[pathLen] = {x: adjacentCoordinateX, y: adjacentCoordinateY};
|
||||
pathLen++;
|
||||
path[pathLen] = {x: searchNode.x, y:searchNode.y};
|
||||
pathLen++;
|
||||
var parent = searchNode.parent;
|
||||
while (parent!=null) {
|
||||
path[pathLen] = {x: parent.x, y:parent.y};
|
||||
pathLen++;
|
||||
parent = parent.parent;
|
||||
}
|
||||
path.reverse();
|
||||
instance.callback(path);
|
||||
}
|
||||
|
||||
if (pointsToAvoid[adjacentCoordinateX + "_" + adjacentCoordinateY] === undefined) {
|
||||
for (var i = 0; i < acceptableTiles.length; i++) {
|
||||
if (collisionGrid[adjacentCoordinateY][adjacentCoordinateX] === acceptableTiles[i]) {
|
||||
|
||||
var node = coordinateToNode(instance, adjacentCoordinateX,
|
||||
adjacentCoordinateY, searchNode, cost);
|
||||
|
||||
if (node.list === undefined) {
|
||||
node.list = EasyStar.Node.OPEN_LIST;
|
||||
instance.openList.insert(node);
|
||||
} else if (node.list === EasyStar.Node.OPEN_LIST) {
|
||||
if (searchNode.costSoFar + cost < node.costSoFar) {
|
||||
node.costSoFar = searchNode.costSoFar + cost;
|
||||
node.parent = searchNode;
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
};
|
||||
|
||||
//Helpers
|
||||
|
||||
var coordinateToNode = function(instance, x, y, parent, cost) {
|
||||
if (instance.nodeHash[x + "_" + y]!==undefined) {
|
||||
return instance.nodeHash[x + "_" + y];
|
||||
}
|
||||
var simpleDistanceToTarget = getDistance(x, y, instance.endX, instance.endY);
|
||||
if (parent!==null) {
|
||||
var costSoFar = parent.costSoFar + cost;
|
||||
} else {
|
||||
costSoFar = simpleDistanceToTarget;
|
||||
}
|
||||
var node = new EasyStar.Node(parent,x,y,costSoFar,simpleDistanceToTarget);
|
||||
instance.nodeHash[x + "_" + y] = node;
|
||||
return node;
|
||||
};
|
||||
|
||||
var getDistance = function(x1,y1,x2,y2) {
|
||||
return Math.sqrt(Math.abs(x2-x1)*Math.abs(x2-x1) + Math.abs(y2-y1)*Math.abs(y2-y1)) * STRAIGHT_COST;
|
||||
};
|
||||
}
|
||||
@@ -32,6 +32,8 @@ SPRITE_TOWNSFOLK_FEMALE4 = 8;
|
||||
SPRITE_TOWNSFOLK_GUARD1 = 9;
|
||||
SPRITE_TOWNSFOLK_GUARD2 = 10;
|
||||
|
||||
var pathfinder = null;
|
||||
|
||||
var game = new Phaser.Game(640, 480, Phaser.AUTO, '');
|
||||
|
||||
// Create torch objects
|
||||
@@ -853,7 +855,26 @@ var AISprite = function(game, x, y, key, frame) {
|
||||
|
||||
this.action_chaseplayer = function()
|
||||
{
|
||||
console.log("I AM CHASING THE PLAYER");
|
||||
var newpath = []
|
||||
var movingstate = STATE_NONE;
|
||||
pathfinder.setCallbackFunction(function(path) {
|
||||
newpath = (path || []);
|
||||
});
|
||||
this.path = newpath;
|
||||
pathfinder.preparePathCalculation([0,0], [player.x/32, player.y/32]);
|
||||
pathfinder.calculatePath();
|
||||
if ( this.path[0].x < this.x ) {
|
||||
movingstate = STATE_FACE_LEFT | STATE_MOVING | STATE_RUNNING;
|
||||
} else if ( this.path[0].x > this.x ) {
|
||||
movingstate = STATE_FACE_RIGHT | STATE_MOVING | STATE_RUNNING;
|
||||
} else if ( this.path[0].y < this.y ) {
|
||||
movingstate = STATE_FACE_UP | STATE_MOVING | STATE_RUNNING;
|
||||
} else if ( this.path[0].y > this.y ) {
|
||||
movingstate = STATE_FACE_DOWN | STATE_MOVING | STATE_RUNNING;
|
||||
} else {
|
||||
movingstate = (this.state & STATES_FACE);
|
||||
}
|
||||
setMovingState(this, movingstate);
|
||||
}
|
||||
|
||||
this.action_reportplayer = function()
|
||||
@@ -874,9 +895,6 @@ var AISprite = function(game, x, y, key, frame) {
|
||||
}
|
||||
if ( game.rnd.integerInRange(0, 100) < 95 )
|
||||
return;
|
||||
if ( game.rnd.integerInRange(0, 100) > 90 ) {
|
||||
newstate = STATE_RUNNING;
|
||||
}
|
||||
switch ( game.rnd.integerInRange(0, 4) ) {
|
||||
case 0: {
|
||||
newstate = newstate | (STATE_FACE_RIGHT | STATE_MOVING);
|
||||
@@ -1022,6 +1040,7 @@ var GameState = function(game) {
|
||||
|
||||
GameState.prototype.create = function()
|
||||
{
|
||||
this.pathfinding_grid = []
|
||||
this.map = this.add.tilemap('map');
|
||||
for (var k in moonlightSettings['map']['tilesets']) {
|
||||
var ts = moonlightSettings['map']['tilesets'][k];
|
||||
@@ -1033,7 +1052,7 @@ GameState.prototype.create = function()
|
||||
for (var ln in moonlightSettings['map']['layers']) {
|
||||
lp = moonlightSettings['map']['layers'][ln];
|
||||
if ( lp['type'] == "tiles" ) {
|
||||
layer = this.map.createLayer(ln);
|
||||
layer = this.map.createLayer(ln);
|
||||
this.map.setCollisionBetween(
|
||||
lp['collisionBetween'][0],
|
||||
lp['collisionBetween'][1],
|
||||
@@ -1052,11 +1071,26 @@ GameState.prototype.create = function()
|
||||
};
|
||||
if ( lp['collides'] == true ) {
|
||||
this.map_collision_layers.push(layer);
|
||||
for (var i = 0; i < layer.data.length; i++)
|
||||
{
|
||||
if ( this.pathfinding_grid.length <= i )
|
||||
this.pathfinding_grid[i] = [];
|
||||
for (var j = 0; j < layer.data[i].length; j++)
|
||||
{
|
||||
if (layer.data[i][j])
|
||||
this.pathfinding_grid[i][j] = layer.data[i][j].index;
|
||||
else
|
||||
this.pathfinding_grid[i][j] = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
layer.resizeWorld();
|
||||
}
|
||||
}
|
||||
|
||||
pathfinder = game.plugins.add(Phaser.Plugin.PathFinderPlugin);
|
||||
pathfinder.setGrid(map.layers[0].data, walkables);
|
||||
|
||||
this.physics.arcade.enable(player);
|
||||
player.body.center = new Phaser.Point(player.body.width / 2, player.body.height + player.body.halfHeight);
|
||||
player.body.collideWorldBounds = true;
|
||||
|
||||
Reference in New Issue
Block a user