Esempio n. 1
0
void CMap::Input(Vec2I position)
{
	Vec2I end_pos(position.x / GRID_WIDTH, position.y / GRID_HEIGHT);
	DEBUG_TRACE("start:%d,%d\tend:%d,%d\n", m_pos.x, m_pos.y, end_pos.x, end_pos.y);

	if (! IsFree(end_pos))
		return;

	QWORD start_time = GetTimer()->GetTime();
	if (m_Astar.FindPath(m_pos, end_pos))
	{
		QWORD end_time = GetTimer()->GetTime();
		DEBUG_TRACE("find path time:%f\n", GetTimer()->GetTimeMillisec(end_time - start_time));

		m_findPath.clear();
		std::vector<Vec2I>& vec = m_Astar.GetPath();
		m_findPath.reserve(vec.size());
		for (int i = 0; i < vec.size(); ++i)
		{
			Vec2I pt = vec[i];
			m_findPath.push_back(Grid2CenterPt(pt));
		}
		m_pos = end_pos;
		m_rect.SetRect(m_pos.x * GRID_WIDTH, m_pos.y * GRID_HEIGHT, (m_pos.x + 1) * GRID_WIDTH, (m_pos.y + 1) * GRID_HEIGHT);
	}
}
Esempio n. 2
0
void CMap::Init()
{
	m_vecBackLine.reserve((GRID_X_NUM + 1) * 2 + (GRID_Y_NUM + 1) * 2);
	//back line  x
	for (int i = 0; i < GRID_X_NUM + 1; ++i)
	{
		Vec2F pt;
		pt.x = i * GRID_WIDTH;
		pt.y = 0;
		m_vecBackLine.push_back(pt);

		pt.x = i * GRID_WIDTH;
		pt.y = GRID_Y_NUM * GRID_HEIGHT;
		m_vecBackLine.push_back(pt);
	}
	//back line  y
	for (int i = 0; i < GRID_Y_NUM + 1; ++i)
	{
		Vec2F pt;
		pt.x = 0;
		pt.y = i * GRID_HEIGHT;
		m_vecBackLine.push_back(pt);

		pt.x = GRID_X_NUM * GRID_WIDTH;
		pt.y = i * GRID_HEIGHT ;
		m_vecBackLine.push_back(pt);
	}

	m_vecGrid.reserve(GRID_X_NUM * GRID_Y_NUM);
	m_vecRect.reserve(GRID_X_NUM * GRID_Y_NUM);
	// grid
	for (int i = 0; i < GRID_X_NUM; ++i)
	{
		for (int j = 0; j < GRID_Y_NUM; ++j)
		{
			stGrid grid;
			grid.pt.Set(i, j);
			grid.bBlock = false;
			m_vecGrid.push_back(grid);

			RectF rect;
			rect.SetRect(i * GRID_WIDTH, j * GRID_HEIGHT, (i + 1) * GRID_WIDTH, (j + 1) * GRID_HEIGHT);
			m_vecRect.push_back(rect);
		}
	}

	// block grid
	m_vecBlock.reserve(BLOCK_NUM);

	// BLOCK_NUM 个随机数,范围 num = [1 - GRID_X_NUM * GRID_Y_NUM)
	// 输出到坐标:row = num / GRID_X_NUM, col = num % GRID_X_NUM
	int grid_num[GRID_X_NUM * GRID_Y_NUM];
	int size = count_of(grid_num);
	for (int i = 0; i < size; ++i)
	{
		grid_num[i] = i;
	}

	// 打乱前BLOCK_NUM数
	for (int i = 0; i < BLOCK_NUM; ++i)
	{
		int index = random<int>(i, size - 1);
		rd_swap(grid_num[i], grid_num[index]);

		int num = grid_num[i];
		int row = num / GRID_X_NUM;
		int col = num % GRID_X_NUM;
		m_vecGrid[num].bBlock = true;

		RectF rect;
		rect.SetRect(col * GRID_WIDTH, row * GRID_HEIGHT, (col + 1) * GRID_WIDTH, (row + 1) * GRID_HEIGHT);
		m_vecBlock.push_back(rect);
	}

	//随机生成人物的位置,在红色格子上
	while (true)
	{
		int index = rand() % m_vecGrid.size();
		if (! m_vecGrid[index].bBlock)
		{
			m_pos = m_vecGrid[index].pt;
			m_rect.SetRect(m_pos.x * GRID_WIDTH, m_pos.y * GRID_HEIGHT, (m_pos.x + 1) * GRID_WIDTH, (m_pos.y + 1) * GRID_HEIGHT);
			break;
		}
	}

	m_Astar.SetTileJudge(this);
}