Example #1
0
        public List <Node> A_Star(Node startNode, Node endNode)
        {
            /*var startNode = getColsestNodeToPoint(start);
             * var endNode = getColsestNodeToPoint(end);*/

            // The set of currently discovered nodes that are not evaluated yet.
            // Initially, only the start node is known.
            var openSet = new List <Node> {
                startNode
            };

            var vistedNodes = new bool[nodes.Count];

            // For each node, which node it can most efficiently be reached from.
            // If a node can be reached from many nodes, cameFrom will eventually contain the
            // most efficient previous step.
            var cameFrom = new Node[nodes.Count];

            // For each node, the cost of getting from the start node to that node.
            var gScore = new float[nodes.Count];

            // For each node, the total cost of getting from the start node to the goal
            // by passing by that node. That value is partly known, partly heuristic.
            var fScore = new float[nodes.Count];

            //initialize all the lists
            for (var i = 0; i < nodes.Count; i++)
            {
                if (endNode is null)
                {
                    continue;
                }
                cameFrom[i]    = null;
                vistedNodes[i] = false;
                if (!(startNode is null) && nodes[i] == startNode)
                {
                    // The cost of going from start to start is zero.
                    gScore[i] = 0;
                    // For the first node, that value is completely heuristic.
                    fScore[i] = getDistance(startNode.getPosition(), endNode.getPosition());
                }
        public void Walk(Node target, GameTime gameTime)
        {
            if (target.getPosition().X > position.X)
            {
                //rotation.X = 180;
            }
            else
            {
                rotation.X = 0;
            }

            if (Vector3.Distance(new Vector3(this.position.X ,this.position.Y, this.position.Z), target.getPosition()) > position.Y)
            {
                float dt = (float)gameTime.ElapsedGameTime.TotalMilliseconds / 1000;

                this.position.X += (target.getPosition().X - this.position.X) * dt * speed;
                this.position.Z += (target.getPosition().Z - this.position.Z) * dt * speed;
            }
            else
                if(Vector3.Distance(new Vector3(this.position.X ,this.position.Y, this.position.Z), target.getPosition()) <= position.Y + 0.1f)
            {
                this.target = this.target.nextNode;
            }
        }