Implemented basic A* pathfinding and player chasing. Still has bugs.
This commit is contained in:
@@ -277,7 +277,7 @@
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"visible":true,
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"width":0,
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"x":320,
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"y":480
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"y":521
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},
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{
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"gid":3544,
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@@ -285,6 +285,7 @@
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"name":"BigTopCustomer2",
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"properties":
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{
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"sprite_canmove":"true",
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"sprite_group":"townsfolk-female",
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"sprite_name":"townsfolk-female-2"
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},
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@@ -300,6 +301,7 @@
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"name":"BigTopCustomer2",
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"properties":
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{
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"sprite_canmove":"false",
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"sprite_group":"townsfolk-male",
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"sprite_name":"townsfolk-male-3"
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},
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@@ -5,8 +5,7 @@
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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="js/PathFinderPlugin.js"></script>
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<script type="text/javascript" src="js/easystar-0.1.5.js"></script>
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<script type="text/javascript" src="js/pathfinding-browser.min.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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@@ -1,110 +0,0 @@
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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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@@ -1,555 +0,0 @@
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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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||||
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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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||||
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||||
var getLeftOf = function(index) {
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||||
return index*2 + 1;
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||||
}
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||||
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||||
var getRightOf = function(index) {
|
||||
return index*2 + 2;
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||||
}
|
||||
};
|
||||
|
||||
//Constants
|
||||
EasyStar.PriorityQueue.MAX_HEAP = 0;
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||||
EasyStar.PriorityQueue.MIN_HEAP = 1;
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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.
|
||||
*/
|
||||
EasyStar.instance = function() {
|
||||
this.isDoneCalculating = true;
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||||
this.pointsToAvoid = {};
|
||||
this.startX;
|
||||
this.callback;
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||||
this.startY;
|
||||
this.endX;
|
||||
this.endY;
|
||||
this.nodeHash = {};
|
||||
this.openList;
|
||||
};
|
||||
/**
|
||||
* EasyStar.js
|
||||
* github.com/prettymuchbryce/EasyStarJS
|
||||
* Licensed under the MIT license.
|
||||
*
|
||||
* Implementation By Bryce Neal (@prettymuchbryce)
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||||
**/
|
||||
EasyStar.js = function() {
|
||||
var STRAIGHT_COST = 10;
|
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var DIAGONAL_COST = 14;
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var pointsToAvoid = {};
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||||
var collisionGrid;
|
||||
var costMap = {};
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||||
var iterationsSoFar;
|
||||
var instances = [];
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||||
var iterationsPerCalculation = Number.MAX_VALUE;
|
||||
var acceptableTiles;
|
||||
var diagonalsEnabled = false;
|
||||
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||||
/**
|
||||
* Sets the collision grid that EasyStar uses.
|
||||
*
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||||
* @param {Array|Number} tiles An array of numbers that represent
|
||||
* which tiles in your grid should be considered
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||||
* acceptable, or "walkable".
|
||||
**/
|
||||
this.setAcceptableTiles = function(tiles) {
|
||||
if (tiles instanceof Array) {
|
||||
//Array
|
||||
acceptableTiles = tiles;
|
||||
} else if (!isNaN(parseFloat(tiles)) && isFinite(tiles)) {
|
||||
//Number
|
||||
acceptableTiles = [tiles];
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Enable diagonal pathfinding.
|
||||
*/
|
||||
this.enableDiagonals = function() {
|
||||
diagonalsEnabled = true;
|
||||
}
|
||||
|
||||
/**
|
||||
* Disable diagonal pathfinding.
|
||||
*/
|
||||
this.disableDiagonals = function() {
|
||||
diagonalsEnabled = false;
|
||||
}
|
||||
|
||||
/**
|
||||
* 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;
|
||||
|
||||
//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;
|
||||
};
|
||||
}
|
||||
@@ -1,3 +1,12 @@
|
||||
SPEED_WALKING = 8;
|
||||
SPEED_RUNNING = 14;
|
||||
|
||||
// Millisecond durations per tweens, per tile
|
||||
TWEEN_DURATION_PERTILE_RUNNING = 160;
|
||||
TWEEN_DURATION_PERTILE_WALKING = 224;
|
||||
TWEEN_DURATION_PERPIXEL_RUNNING = 5;
|
||||
TWEEN_DURATION_PERPIXEL_WALKING = 7;
|
||||
|
||||
STATE_NONE = 0;
|
||||
STATE_UNAWARE = 1 << 1;
|
||||
STATE_CONCERNED = 1 << 2;
|
||||
@@ -33,6 +42,7 @@ SPRITE_TOWNSFOLK_GUARD1 = 9;
|
||||
SPRITE_TOWNSFOLK_GUARD2 = 10;
|
||||
|
||||
var pathfinder = null;
|
||||
var pathfinder_grid = null;
|
||||
|
||||
var game = new Phaser.Game(640, 480, Phaser.AUTO, '');
|
||||
|
||||
@@ -623,6 +633,21 @@ var moonlightDialog = {
|
||||
}
|
||||
};
|
||||
|
||||
// Return new array with duplicate values removed
|
||||
function array_unique(arr) {
|
||||
var a = [];
|
||||
var l = arr.length;
|
||||
for(var i=0; i<l; i++) {
|
||||
for(var j=i+1; j<l; j++) {
|
||||
// If arr[i] is found later in the array
|
||||
if (arr[i] === arr[j])
|
||||
j = ++i;
|
||||
}
|
||||
a.push(arr[i]);
|
||||
}
|
||||
return a;
|
||||
}
|
||||
|
||||
function stringSize(str, font)
|
||||
{
|
||||
var width = 0;
|
||||
@@ -696,8 +721,6 @@ var AISprite = function(game, x, y, key, frame) {
|
||||
|
||||
var hyp = Math.sqrt(Number(xd * xd) + Number(yd * yd));
|
||||
if ( hyp > this.view_distance ) {
|
||||
if ( debug == true )
|
||||
console.log(spr + " is too far away");
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -853,38 +876,136 @@ var AISprite = function(game, x, y, key, frame) {
|
||||
this.bubble_text.position.y = ty;
|
||||
}
|
||||
|
||||
this.blocked = function() {
|
||||
function f() {
|
||||
if ( hasState(this, STATE_FACE_LEFT) &&
|
||||
this.body.blocked.left == true )
|
||||
return true;
|
||||
if ( hasState(this, STATE_FACE_RIGHT) &&
|
||||
this.body.blocked.right == true )
|
||||
return true;
|
||||
if ( hasState(this, STATE_FACE_DOWN) &&
|
||||
this.body.blocked.down == true )
|
||||
return true;
|
||||
if ( hasState(this, STATE_FACE_UP) &&
|
||||
this.body.blocked.up == true )
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
console.log("this.blocked? " + f());
|
||||
return f();
|
||||
}
|
||||
|
||||
this.path_set = function(target, force) {
|
||||
force = ( typeof force == undefined ? false : force );
|
||||
if ( force == false &&
|
||||
this.path.length > 0 &&
|
||||
this.path_index < this.path_maximum_steps ) {
|
||||
return false;
|
||||
}
|
||||
this.path = [];
|
||||
this.path_index = 0;
|
||||
tpath = pathfinder.findPath(
|
||||
parseInt(this.x/32),
|
||||
parseInt(this.y/32),
|
||||
parseInt(target.x/32),
|
||||
parseInt(target.y/32),
|
||||
pathfinder_grid.clone()
|
||||
);
|
||||
prevpoint = [this.x, this.y];
|
||||
for ( var i = 0 ; i < tpath.length ; i++ ) {
|
||||
if ( (prevpoint[0]+prevpoint[1]) == ((tpath[i][0]*32)+(tpath[i][1]*32)) )
|
||||
continue;
|
||||
this.path.push(new Phaser.Line(prevpoint[0], prevpoint[1],
|
||||
tpath[i][0]*32, tpath[i][1]*32));
|
||||
prevpoint = [tpath[i][0]*32, tpath[i][1]*32];
|
||||
}
|
||||
console.log("New path");
|
||||
console.log(this.path);
|
||||
return true;
|
||||
}
|
||||
|
||||
this.path_tween_start = function()
|
||||
{
|
||||
this.path_tweens = [];
|
||||
prevpos = [this.x, this.y]
|
||||
for ( var i = 0;
|
||||
i < Math.min(this.path_maximum_steps, this.path.length) ;
|
||||
i++ ) {
|
||||
pl = this.path[i];
|
||||
movingstate = STATE_MOVING;
|
||||
if ( pl.end.x < prevpos[0]) {
|
||||
movingstate = movingstate | STATE_FACE_LEFT;
|
||||
} else if ( pl.end.x > prevpos[0] ) {
|
||||
movingstate = movingstate | STATE_FACE_RIGHT;
|
||||
}
|
||||
if ( pl.end.y < prevpos[1] ) {
|
||||
movingstate = movingstate | STATE_FACE_UP;
|
||||
} else if ( pl.end.y > prevpos[1] ) {
|
||||
movingstate = movingstate | STATE_FACE_DOWN;
|
||||
}
|
||||
prevpos = [pl.end.x, pl.end.y];
|
||||
tween = game.add.tween(this);
|
||||
tween.movingstate = movingstate;
|
||||
this.path_tweens.push(tween);
|
||||
tween.to(
|
||||
{x: (pl.end.x), y: (pl.end.y)},
|
||||
(TWEEN_DURATION_PERPIXEL_WALKING * pl.length),
|
||||
null);
|
||||
tween.onStart.add(function() {
|
||||
setMovingState(this._object, this.movingstate);
|
||||
setSpriteMovement(this._object, false);
|
||||
}, tween);
|
||||
tween.onComplete.add(function() {
|
||||
this._object.path_index += 1;
|
||||
setMovingState(this._object, getFaceState(this._object));
|
||||
setSpriteMovement(this._object, false);
|
||||
}, tween);
|
||||
if ( i > 0 ) {
|
||||
this.path_tweens[i-1].onComplete.add(tween.start,
|
||||
tween);
|
||||
}
|
||||
}
|
||||
console.log(this.path_tweens);
|
||||
if ( this.path_tweens.length > 0 )
|
||||
this.path_tweens[0].start();
|
||||
}
|
||||
|
||||
this.path_tween_stop = function()
|
||||
{
|
||||
this.path_tweens.forEach(function(x) {
|
||||
x.stop();
|
||||
game.tweens.remove(x);
|
||||
}, this);
|
||||
}
|
||||
|
||||
this.action_chaseplayer = function()
|
||||
{
|
||||
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;
|
||||
if ( game.physics.arcade.collide(this, player) )
|
||||
return;
|
||||
|
||||
if ( this.path_index >= this.path.length ) {
|
||||
this.path_tween_stop();
|
||||
this.path_set(player, true);
|
||||
this.path_tween_start();
|
||||
} else {
|
||||
movingstate = (this.state & STATES_FACE);
|
||||
if ( this.path_set(player, this.blocked(true)) )
|
||||
this.path_tween_start();
|
||||
}
|
||||
setMovingState(this, movingstate);
|
||||
return;
|
||||
}
|
||||
|
||||
this.action_reportplayer = function()
|
||||
{
|
||||
console.log("I AM REPORTING THE PLAYER");
|
||||
setSpriteMovement(this);
|
||||
}
|
||||
|
||||
this.action_huntplayer = function()
|
||||
{
|
||||
console.log("I AM HUNTING FOR THE PLAYER");
|
||||
setSpriteMovement(this);
|
||||
}
|
||||
|
||||
this.action_wander = function()
|
||||
@@ -952,7 +1073,6 @@ var AISprite = function(game, x, y, key, frame) {
|
||||
} else {
|
||||
this.action_wander();
|
||||
}
|
||||
setSpriteMovement(this);
|
||||
}
|
||||
|
||||
this.update_new_values = function() {
|
||||
@@ -968,6 +1088,7 @@ var AISprite = function(game, x, y, key, frame) {
|
||||
this.collide_with_map = parseBoolean(this.collide_with_map);
|
||||
this.carries_light = parseBoolean(this.carries_light);
|
||||
|
||||
this.path_maximum_steps = parseInt(this.path_maximum_steps);
|
||||
this.loadTexture(this.sprite_name, 0);
|
||||
addAnimation(this, 'bipedwalkleft');
|
||||
addAnimation(this, 'bipedwalkright');
|
||||
@@ -997,6 +1118,11 @@ var AISprite = function(game, x, y, key, frame) {
|
||||
Phaser.Sprite.call(this, game, x, y, null);
|
||||
game.physics.arcade.enable(this);
|
||||
this.body.immovable = true;
|
||||
pathfinder_grid = [];
|
||||
this.walkables = [];
|
||||
this.path = [];
|
||||
this.path_tweens = [];
|
||||
this.path_maximum_steps = 4;
|
||||
this.awareness_change_enabled = true;
|
||||
this.lightmeter = 1.0;
|
||||
this.sprite_can_see_lightmeter = 0.3;
|
||||
@@ -1040,14 +1166,13 @@ 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];
|
||||
this.map.addTilesetImage(ts['name']);
|
||||
}
|
||||
|
||||
this.map_collision_layers = [];
|
||||
pfgrid = [];
|
||||
|
||||
for (var ln in moonlightSettings['map']['layers']) {
|
||||
lp = moonlightSettings['map']['layers'][ln];
|
||||
@@ -1061,6 +1186,7 @@ GameState.prototype.create = function()
|
||||
);
|
||||
if ( lp['inject_sprites'] == true ) {
|
||||
this.aiSprites = game.add.group();
|
||||
this.aiSprites.debug = true;
|
||||
this.map.createFromObjects('AI', 3544, 'player', 0, true, false, this.aiSprites, AISprite);
|
||||
this.aiSprites.forEach(function(spr) {
|
||||
spr.update_new_values();
|
||||
@@ -1071,16 +1197,18 @@ GameState.prototype.create = function()
|
||||
};
|
||||
if ( lp['collides'] == true ) {
|
||||
this.map_collision_layers.push(layer);
|
||||
for (var i = 0; i < layer.data.length; i++)
|
||||
console.log(layer);
|
||||
for (var i = 0; i < layer.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 ( i >= pfgrid.length )
|
||||
pfgrid[i] = [];
|
||||
for (var j = 0; j < layer.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;
|
||||
if (layer.layer.data[i][j].index > 0) {
|
||||
pfgrid[i][j] = 1;
|
||||
} else if ( pfgrid[i][j] != 1 ) {
|
||||
pfgrid[i][j] = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1088,12 +1216,19 @@ GameState.prototype.create = function()
|
||||
}
|
||||
}
|
||||
|
||||
pathfinder = game.plugins.add(Phaser.Plugin.PathFinderPlugin);
|
||||
pathfinder.setGrid(map.layers[0].data, walkables);
|
||||
console.log(pfgrid)
|
||||
pathfinder_grid = new PF.Grid(this.map.width,
|
||||
this.map.height,
|
||||
pfgrid);
|
||||
pathfinder = new PF.AStarFinder({allowDiagonal: false});
|
||||
|
||||
console.log(pathfinder_grid);
|
||||
console.log(pathfinder);
|
||||
|
||||
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;
|
||||
player.body.immovable = true;
|
||||
|
||||
addAnimation(player, 'bipedwalkleft');
|
||||
addAnimation(player, 'bipedwalkright');
|
||||
@@ -1195,6 +1330,20 @@ GameState.prototype.updateShadowTexture = function() {
|
||||
this.shadowTexture.dirty = true;
|
||||
};
|
||||
|
||||
function getFaceState(spr)
|
||||
{
|
||||
return ( hasState(spr, STATE_FACE_LEFT) ||
|
||||
hasState(spr, STATE_FACE_RIGHT) ||
|
||||
hasState(spr, STATE_FACE_DOWN) ||
|
||||
hasState(spr, STATE_FACE_UP) );
|
||||
}
|
||||
|
||||
function getMoveState(spr)
|
||||
{
|
||||
return ( hasState(spr, STATE_MOVING) ||
|
||||
hasState(spr, STATE_RUNNING) );
|
||||
}
|
||||
|
||||
function delState(spr, state)
|
||||
{
|
||||
if ( hasState(spr, state) )
|
||||
@@ -1266,41 +1415,49 @@ function parseBoolean(val)
|
||||
return ( val == 'true' || val == true );
|
||||
}
|
||||
|
||||
function setSpriteMovement(spr)
|
||||
function setSpriteMovement(spr, velocity)
|
||||
{
|
||||
var x = 0;
|
||||
var y = 0;
|
||||
var dir = spriteFacing(spr);
|
||||
velocity = ( typeof velocity == undefined ? velocity : [SPEED_WALKING,
|
||||
SPEED_RUNNING] );
|
||||
|
||||
spr.body.setSize(16, 16, 8, 16);
|
||||
|
||||
if ( hasState(spr, STATE_RUNNING) ) {
|
||||
x = 200;
|
||||
y = 200;
|
||||
if ( velocity !== false )
|
||||
velocity = velocity[1];
|
||||
console.log("Playing bipedrun" + dir);
|
||||
spr.animations.play("bipedrun" + dir);
|
||||
} else if ( hasState(spr, STATE_MOVING) ) {
|
||||
x = 75;
|
||||
y = 75;
|
||||
if ( velocity !== false )
|
||||
velocity = velocity[0];
|
||||
console.log("Playing bipedwalk" + dir);
|
||||
spr.animations.play("bipedwalk" + dir);
|
||||
} else {
|
||||
if ( velocity !== false ) {
|
||||
spr.body.velocity.x = 0;
|
||||
spr.body.velocity.y = 0;
|
||||
}
|
||||
spr.animations.stop();
|
||||
return;
|
||||
}
|
||||
|
||||
if ( velocity !== false ) {
|
||||
if ( dir == "left" ) {
|
||||
spr.body.velocity.x = -x;
|
||||
spr.body.velocity.x = -(velocity * velocity);
|
||||
spr.body.velocity.y = 0;
|
||||
} else if ( dir == "right" ) {
|
||||
spr.body.velocity.x = x;
|
||||
spr.body.velocity.x = (velocity * velocity);
|
||||
spr.body.velocity.y = 0;
|
||||
} else if ( dir == "up" ) {
|
||||
spr.body.velocity.x = 0;
|
||||
spr.body.velocity.y = -y;
|
||||
spr.body.velocity.y = -(velocity * velocity);
|
||||
} else if ( dir == "down" ) {
|
||||
spr.body.velocity.x = 0;
|
||||
spr.body.velocity.y = y;
|
||||
spr.body.velocity.y = (velocity * velocity);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1416,6 +1573,7 @@ GameState.prototype.update = function()
|
||||
this.aiSprites.forEach(_inner_collide, this);
|
||||
this.updateShadowTexture();
|
||||
|
||||
// if ( this.aiSprites.debug == true ) {
|
||||
// function _draw_viewrect(x) {
|
||||
// var r = x.viewRectangle();
|
||||
// if ( r == null )
|
||||
@@ -1427,7 +1585,20 @@ GameState.prototype.update = function()
|
||||
// r.height);
|
||||
// }
|
||||
// this.aiSprites.forEach(_draw_viewrect, this);
|
||||
|
||||
// function _draw_aipath(x) {
|
||||
// var p = x.path;
|
||||
// if ( p == null )
|
||||
// return;
|
||||
// this.shadowTexture.context.fillStyle = 'rgb(255, 128, 128)';
|
||||
// p.forEach(function(r) {
|
||||
// this.shadowTexture.context.fillRect(r.start.x,
|
||||
// r.start.y,
|
||||
// r.end.x - r.start.x,
|
||||
// r.end.y - r.start.y);
|
||||
// }, this);
|
||||
// }
|
||||
// this.aiSprites.forEach(_draw_aipath, this);
|
||||
// }
|
||||
if (game.time.fps !== 0) {
|
||||
this.fpsText.setText(game.time.fps + ' FPS');
|
||||
}
|
||||
@@ -1443,15 +1614,13 @@ var Boot = function(game) {
|
||||
|
||||
Boot.prototype.preload = function()
|
||||
{
|
||||
console.log("Boot.preload");
|
||||
game.load.image('preloader', 'gfx/ui/preloader.png');
|
||||
};
|
||||
|
||||
Boot.prototype.create = function()
|
||||
{
|
||||
console.log("Boot.create");
|
||||
this.input.maxPointers = 1;
|
||||
this.stage.disableVisibilityChange = true;
|
||||
this.stage.disableVisibilityChange = false;
|
||||
this.stage.scale.pageAlignHoritzontally = true;
|
||||
game.state.start('preloader', true, false);
|
||||
}
|
||||
@@ -1461,7 +1630,6 @@ var Preloader = function(game) {
|
||||
|
||||
Preloader.prototype.preload = function()
|
||||
{
|
||||
console.log("Preloader.preload");
|
||||
this.preloadBar = game.add.sprite(0, 0, 'preloader');
|
||||
this.preloadBar.anchor.setTo(0.5, 0.5);
|
||||
this.preloadBar.x = game.camera.x + (game.camera.width / 2);
|
||||
@@ -1489,12 +1657,10 @@ Preloader.prototype.preload = function()
|
||||
moonlightSettings['map']['path'],
|
||||
null,
|
||||
Phaser.Tilemap.TILED_JSON);
|
||||
|
||||
}
|
||||
|
||||
Preloader.prototype.create = function()
|
||||
{
|
||||
console.log("Preloader.create");
|
||||
function goalready() {
|
||||
this.preloadBar.destroy();
|
||||
game.state.start('game', true, false);
|
||||
@@ -1504,11 +1670,8 @@ Preloader.prototype.create = function()
|
||||
tween.onComplete.add(goalready, this);
|
||||
}
|
||||
|
||||
console.log("Adding boot");
|
||||
game.state.add('boot', Boot, false);
|
||||
console.log("Adding preloader");
|
||||
game.state.add('preloader', Preloader, false);
|
||||
console.log("Adding game");
|
||||
game.state.add('game', GameState, false);
|
||||
|
||||
game.state.start('boot');
|
||||
|
||||
1
moonlight/js/pathfinding-browser.min.js
vendored
Normal file
1
moonlight/js/pathfinding-browser.min.js
vendored
Normal file
File diff suppressed because one or more lines are too long
Reference in New Issue
Block a user