Ejemplo n.º 1
0
        public World(int xObjective, int yObjective, int width = 800, int height = 800, int nbEntities = 30)
        {
            entities  = new List <Entity>();
            obstacles = new List <Obstacle>();

            objective = new Vector2(xObjective, yObjective);
            size      = new Vector2(width, height);

            Node destination = new Node(new Vector2(xObjective, yObjective));

            Random r = new Random();

            //Add some obstacles

            Wall    wall;
            Vector2 startWall, endWall;

            /*for(int i = 0; i < 4; ++i){
             *      startWall = new Vector2(r.Next((int)size.X), r.Next((int)size.Y));
             *      endWall = new Vector2(r.Next((int)size.X), r.Next((int)size.Y));
             *      wall = new Wall(startWall, endWall);
             *      obstacles.Add(wall);
             * }*/

            startWall = new Vector2(10, 10);
            endWall   = new Vector2(10, height - 10);
            wall      = new Wall(startWall, endWall);
            obstacles.Add(wall);
            startWall = new Vector2(width - 10, height - 10);
            wall      = new Wall(startWall, endWall);
            obstacles.Add(wall);
            endWall = new Vector2(width - 10, 10);
            wall    = new Wall(startWall, endWall);
            obstacles.Add(wall);
            startWall = new Vector2(10, 10);
            wall      = new Wall(startWall, endWall);
            obstacles.Add(wall);

            //objective
            int tempW = 100;

            objective.X = width / 2;
            objective.Y = tempW / 2;


            //in walls
            startWall = new Vector2(width / 2 - tempW / 2, height - tempW);
            endWall   = new Vector2(tempW, height - tempW);
            wall      = new Wall(startWall, endWall);
            obstacles.Add(wall);
            startWall = new Vector2(tempW, tempW);
            wall      = new Wall(startWall, endWall);
            obstacles.Add(wall);
            endWall = new Vector2(width - tempW, tempW);
            wall    = new Wall(startWall, endWall);
            obstacles.Add(wall);
            startWall = new Vector2(width - tempW, height - tempW);
            wall      = new Wall(startWall, endWall);
            obstacles.Add(wall);
            endWall = new Vector2(width / 2 + tempW / 2, height - tempW);
            wall    = new Wall(startWall, endWall);
            obstacles.Add(wall);

            //Stall
            startWall = new Vector2(width / 2 - tempW / 4, height - tempW - tempW / 8);
            endWall   = new Vector2(width / 2 + tempW / 4, height - tempW + tempW / 8);
            wall      = new Wall(startWall, endWall);
            obstacles.Add(wall);


            //Create the pathFinder here
            pathFinder = new PathFinder(this);

            //Add some entities to the world

            Entity  ent;
            Vector2 pos;

            for (int i = 0; i < nbEntities; ++i)
            {
                pos = new Vector2(r.Next((int)size.X - 30) + 15, r.Next((int)size.Y - 30) + 15);
                ent = new Entity(destination, pos);

                while (isCollidingWithObstacle(ent.Position, ent.Position) ||
                       isCollidingWithEntities(ent, ent.Position))
                {
                    pos = new Vector2(r.Next((int)size.X - 30) + 15, r.Next((int)size.Y - 30) + 15);
                    ent = new Entity(destination, pos);
                }
                entities.Add(ent);
                //find the first goal of each entities
                ent.Destination = pathFinder.findClosestSubGoal(ent.Position, this);
            }
        }
Ejemplo n.º 2
0
        public World(int xObjective, int yObjective, int width = 800, int height = 800,
		              int nbEntities = 30, int nbZonesPath = 20)
        {
            nbZonesPerSide = nbZonesPath;
            lockZones = new List<List<Mutex>>();

            for(int i = 0; i < nbZonesPerSide; ++i){
                lockZones.Add(new List<Mutex>());
                for(int j = 0; j < nbZonesPerSide; ++j){

                    lockZones[i].Add(new Mutex());
                }
            }

            zoneWidth = width/nbZonesPerSide;
            zoneHeight = height/nbZonesPerSide;

            entities = new List<Entity>();
            obstacles = new List<Obstacle>();

            objective = new Vector2(xObjective, yObjective);
            size = new Vector2(width,height);

            Node destination = new Node(new Vector2(xObjective, yObjective));

            Random r = new Random();

            //Add some obstacles

            Wall wall;
            Vector2 startWall, endWall;
            /*for(int i = 0; i < 4; ++i){
                startWall = new Vector2(r.Next((int)size.X), r.Next((int)size.Y));
                endWall = new Vector2(r.Next((int)size.X), r.Next((int)size.Y));
                wall = new Wall(startWall, endWall);
                obstacles.Add(wall);
            }*/

            //surrounding walls
            startWall = new Vector2(10,10);
            endWall = new Vector2(10, height - 10);
            wall = new Wall(startWall, endWall);
            obstacles.Add(wall);
            startWall = new Vector2(width - 10, height - 10);
            wall = new Wall(startWall, endWall);
            obstacles.Add(wall);
            endWall = new Vector2(width - 10, 10);
            wall = new Wall(startWall, endWall);
            obstacles.Add(wall);
            startWall = new Vector2(10,10);
            wall = new Wall(startWall, endWall);
            obstacles.Add(wall);

            //objective
            int tempW = 100;
            objective.X = width/2;
            objective.Y = tempW/2;

            //in walls
            startWall = new Vector2(width/2 - tempW/2, height - tempW);
            endWall = new Vector2(tempW, height - tempW);
            wall = new Wall(startWall, endWall);
            obstacles.Add(wall);
            startWall = new Vector2(tempW, tempW);
            wall = new Wall(startWall, endWall);
            obstacles.Add(wall);
            endWall = new Vector2(width - tempW, tempW);
            wall = new Wall(startWall, endWall);
            obstacles.Add(wall);
            startWall = new Vector2(width - tempW, height - tempW);
            wall = new Wall(startWall, endWall);
            obstacles.Add(wall);
            endWall = new Vector2(width/2 + tempW/2, height - tempW);
            wall = new Wall(startWall, endWall);
            obstacles.Add(wall);

            //Stall
            /*startWall = new Vector2(width/2 - tempW/4, height - tempW - tempW/8);
            endWall = new Vector2(width/2 + tempW/4, height - tempW + tempW/8);
            wall = new Wall(startWall, endWall);
            obstacles.Add(wall);*/

            //Create the pathFinder here
            pathFinder = new PathFinder(this, nbZonesPerSide);

            //Add some entities to the world

            Entity ent;
            Vector2 pos;
            for(int i = 0; i < nbEntities; ++i){

                pos = new Vector2(r.Next((int)size.X-30)+15, r.Next((int)size.Y-30)+15);
                ent = new Entity(destination, pos, zoneWidth, zoneHeight);

                while(isCollidingWithObstacle(ent.Position, ent.Position)
                      || isCollidingWithEntities(ent, ent.Position)){

                    pos = new Vector2(r.Next((int)size.X-30)+15, r.Next((int)size.Y-30)+15);
                    ent = new Entity(destination, pos, zoneWidth, zoneHeight);
                }
                entities.Add(ent);
                //find the first goal of each entities
                ent.Destination = pathFinder.findClosestSubGoal(ent.Position, this);
            }

            threads = new List<Thread>();
            foreach(Entity enti in entities){

                Thread t = new Thread(enti.autonomousUpdate);
                threads.Add(t);

            }
        }
Ejemplo n.º 3
0
        public World(int xObjective, int yObjective, int width = 800, int height = 800, int nbEntities = 30)
        {
            entities = new List<Entity>();
            obstacles = new List<Obstacle>();

            objective = new Vector2(xObjective, yObjective);
            size = new Vector2(width,height);

            Node destination = new Node(new Vector2(xObjective, yObjective));

            Random r = new Random();

            //Add some obstacles

            Wall wall;
            Vector2 startWall, endWall;
            /*for(int i = 0; i < 4; ++i){
                startWall = new Vector2(r.Next((int)size.X), r.Next((int)size.Y));
                endWall = new Vector2(r.Next((int)size.X), r.Next((int)size.Y));
                wall = new Wall(startWall, endWall);
                obstacles.Add(wall);
            }*/

            startWall = new Vector2(10,10);
            endWall = new Vector2(10, height - 10);
            wall = new Wall(startWall, endWall);
            obstacles.Add(wall);
            startWall = new Vector2(width - 10, height - 10);
            wall = new Wall(startWall, endWall);
            obstacles.Add(wall);
            endWall = new Vector2(width - 10, 10);
            wall = new Wall(startWall, endWall);
            obstacles.Add(wall);
            startWall = new Vector2(10,10);
            wall = new Wall(startWall, endWall);
            obstacles.Add(wall);

            //objective
            int tempW = 100;
            objective.X = width/2;
            objective.Y = tempW/2;

            //in walls
            startWall = new Vector2(width/2 - tempW/2, height - tempW);
            endWall = new Vector2(tempW, height - tempW);
            wall = new Wall(startWall, endWall);
            obstacles.Add(wall);
            startWall = new Vector2(tempW, tempW);
            wall = new Wall(startWall, endWall);
            obstacles.Add(wall);
            endWall = new Vector2(width - tempW, tempW);
            wall = new Wall(startWall, endWall);
            obstacles.Add(wall);
            startWall = new Vector2(width - tempW, height - tempW);
            wall = new Wall(startWall, endWall);
            obstacles.Add(wall);
            endWall = new Vector2(width/2 + tempW/2, height - tempW);
            wall = new Wall(startWall, endWall);
            obstacles.Add(wall);

            //Stall
            startWall = new Vector2(width/2 - tempW/4, height - tempW - tempW/8);
            endWall = new Vector2(width/2 + tempW/4, height - tempW + tempW/8);
            wall = new Wall(startWall, endWall);
            obstacles.Add(wall);

            //Create the pathFinder here
            pathFinder = new PathFinder(this);

            //Add some entities to the world

            Entity ent;
            Vector2 pos;
            for(int i = 0; i < nbEntities; ++i){

                pos = new Vector2(r.Next((int)size.X -30)+15, r.Next((int)size.Y-30)+15);
                ent = new Entity(destination, pos);

                while(isCollidingWithObstacle(ent.Position, ent.Position)
                      || isCollidingWithEntities(ent, ent.Position)){

                    pos = new Vector2(r.Next((int)size.X -30)+15, r.Next((int)size.Y-30)+15);
                    ent = new Entity(destination, pos);
                }
                entities.Add(ent);
                //find the first goal of each entities
                ent.Destination = pathFinder.findClosestSubGoal(ent.Position, this);
            }
        }