public static void LoadAnimation(int AnimationNum) { string filename; filename = Path.Combine(Application.StartupPath, "data", "animations", string.Format("animation{0}.dat", AnimationNum)); ByteStream reader = new ByteStream(); BinaryFile.Load(filename, ref reader); Types.Animation[AnimationNum].Name = reader.ReadString(); Types.Animation[AnimationNum].Sound = reader.ReadString(); var loopTo = Information.UBound(Types.Animation[AnimationNum].Sprite); for (var x = 0; x <= loopTo; x++) { Types.Animation[AnimationNum].Sprite[x] = reader.ReadInt32(); } var loopTo1 = Information.UBound(Types.Animation[AnimationNum].Frames); for (int x = 0; x <= loopTo1; x++) { Types.Animation[AnimationNum].Frames[x] = reader.ReadInt32(); } var loopTo2 = Information.UBound(Types.Animation[AnimationNum].LoopCount); for (int x = 0; x <= loopTo2; x++) { Types.Animation[AnimationNum].LoopCount[x] = reader.ReadInt32(); } var loopTo3 = Information.UBound(Types.Animation[AnimationNum].LoopTime); for (int x = 0; x <= loopTo3; x++) { Types.Animation[AnimationNum].LoopTime[x] = reader.ReadInt32(); } if (Types.Animation[AnimationNum].Name == null) { Types.Animation[AnimationNum].Name = ""; } }
public static void SaveAnimation(int AnimationNum) { string filename; int x; filename = Path.Combine(Application.StartupPath, "data", "animations", string.Format("animation{0}.dat", AnimationNum)); ByteStream writer = new ByteStream(100); writer.WriteString(Types.Animation[AnimationNum].Name); writer.WriteString(Types.Animation[AnimationNum].Sound); var loopTo = Information.UBound(Types.Animation[AnimationNum].Sprite); for (x = 0; x <= loopTo; x++) { writer.WriteInt32(Types.Animation[AnimationNum].Sprite[x]); } var loopTo1 = Information.UBound(Types.Animation[AnimationNum].Frames); for (x = 0; x <= loopTo1; x++) { writer.WriteInt32(Types.Animation[AnimationNum].Frames[x]); } var loopTo2 = Information.UBound(Types.Animation[AnimationNum].LoopCount); for (x = 0; x <= loopTo2; x++) { writer.WriteInt32(Types.Animation[AnimationNum].LoopCount[x]); } var loopTo3 = Information.UBound(Types.Animation[AnimationNum].LoopTime); for (x = 0; x <= loopTo3; x++) { writer.WriteInt32(Types.Animation[AnimationNum].LoopTime[x]); } BinaryFile.Save(filename, ref writer); }
public static bool APlus(int MapNum, int SX, int SY, int TX, int TY, eCell FreeCell, ref tPoint[] Path) { bool APlus = false; // A+ Pathfinding Algorithm: // Implementation by Herbert Glarner ([email protected]) // Unlimited use for whatever purpose allowed provided that above credits are given. // Suggestions and bug reports welcome. int lMaxList = 0; int lActList; float sCheapCost; int lCheapIndex; float sTotalCost; int lCheapX, lCheapY; int lOffX, lOffY; int lTestX, lTestY; int lMaxX, lMaxY; float sAdditCost; int lPathPtr; // The test program wants to access this grid. For this reason it is defined // and initialized globally. Usually one would define and initialize it only // in this procedure. // The two fields of tGrid can also be merged into the source matrix. // Dim abGridCopy() As tGrid const float cSqr2 = 1.4142135623731f; // Define the upper boundaries of the grid. lMaxX = Information.UBound(mapMatrix[MapNum].gaeGrid, 1); lMaxY = Information.UBound(mapMatrix[MapNum].gaeGrid, 2); // For each cell of the grid a bit is defined to hold it's "closed" status // and the index to the Open-List. // The test program wants to access this grid. For this reason it is defined // and initialized globally. Usually one would define and initialize it only // in this procedure. (Don't omit here: we need an empty matrix.) tGrid[,] abGridCopy = new tGrid[lMaxX + 1, lMaxY + 1]; // The starting point is added to the working list. It has no parent (-1). // The cost to get here is 0 (we start here). The direct distance enters // the Heuristic. tCell[] grList = new tCell[0 + 1]; grList[0].x = SX; grList[0].y = SY; grList[0].Parent = -1; grList[0].Cost = 0; grList[0].Heuristic = (float)(Math.Sqrt((TX - SX) * (TX - SX) + (TY - SY) * (TY - SY))); // Start the algorithm for (;;) { // Get the cell with the lowest Cost+Heuristic. Initialize the cheapest cost // with an impossible high value (change as needed). The best found index // is set to -1 to indicate "none found". sCheapCost = 10000000; lCheapIndex = -1; // Check all cells of the list. Initially, there is only the start point, // but more will be added soon. for (lActList = 0; lActList <= lMaxList; lActList++) { // Only check if not closed already. if (!grList[lActList].Closed) { // If this cells total cost (Cost+Heuristic) is lower than the so // far lowest cost, then store this total cost and the cell's index // as the so far best found. sTotalCost = grList[lActList].Cost + grList[lActList].Heuristic; if (sTotalCost < sCheapCost) { // New cheapest cost found. sCheapCost = sTotalCost; lCheapIndex = lActList; } } } // lActList // lCheapIndex contains the cell with the lowest total cost now. // If no such cell could be found, all cells were already closed and there // is no path at all to the target. if (lCheapIndex == -1) { // There is no path. APlus = false; return(APlus); } // Get the cheapest cell's coordinates lCheapX = grList[lCheapIndex].x; lCheapY = grList[lCheapIndex].y; // If the best field is the target field, we have found our path. if (lCheapX == TX & lCheapY == TY) { // Path found. break; } // Check all immediate neighbors for (lOffY = -1; lOffY <= 1; lOffY++) { for (lOffX = -1; lOffX <= 1; lOffX++) { // Ignore the actual field, process all others (8 neighbors). if (lOffX != 0 | lOffY != 0) { if (!modTypes.Options.allowEightDirectionalMovement && !(lOffX != 0 & lOffY != 0)) { continue; } // Get the neighbor's coordinates. lTestX = lCheapX + lOffX; lTestY = lCheapY + lOffY; // Don't test beyond the grid's boundaries. if (lTestX >= 0 & lTestX <= lMaxX & lTestY >= 0 & lTestY <= lMaxY) { // The cell is within the grid's boundaries. // Make sure the field is accessible. To be accessible, // the cell must have the value as per the function // argument FreeCell (change as needed). Of course, the // target is allowed as well. if (mapMatrix[MapNum].gaeGrid[lTestX, lTestY] == FreeCell || mapMatrix[MapNum].gaeGrid[lTestX, lTestY] == eCell.target) { // The cell is accessible. // For this we created the "bitmatrix" abGridCopy(). if (abGridCopy[lTestX, lTestY].ListStat == eListStat.Unprocessed) { // Register the new cell in the list. lMaxList += 1; Array.Resize(ref grList, lMaxList + 1); // The parent is where we come from (the cheapest field); // it's index is registered. grList[lMaxList].x = lTestX; grList[lMaxList].y = lTestY; grList[lMaxList].Parent = lCheapIndex; // Additional cost is 1 for othogonal movement, cSqr2 for // diagonal movement (change if diagonal steps should have // a different cost). if (Math.Abs(lOffX) + Math.Abs(lOffY) == 1) { sAdditCost = (float)(1.0); } else { sAdditCost = cSqr2; } // Store cost to get there by summing the actual cell's cost // and the additional cost. grList[lMaxList].Cost = grList[lCheapIndex].Cost + sAdditCost; // Calculate distance to target as the heuristical part grList[lMaxList].Heuristic = (float)(Math.Sqrt((TX - lTestX) * (TX - lTestX) + (TY - lTestY) * (TY - lTestY))); // Register in the Grid copy as open. abGridCopy[lTestX, lTestY].ListStat = eListStat.IsOpen; // Also register the index to quickly find the element in the // "closed" list. abGridCopy[lTestX, lTestY].Index = lMaxList; } else if (abGridCopy[lTestX, lTestY].ListStat == eListStat.IsOpen) { // Is the cost to get to this already open field cheaper when using // this path via lTestX/lTestY ? lActList = abGridCopy[lTestX, lTestY].Index; sAdditCost = (float)((Math.Abs(lOffX) + Math.Abs(lOffY) == 1 ? 1.0 : cSqr2)); if (grList[lCheapIndex].Cost + sAdditCost < grList[lActList].Cost) { // The cost to reach the already open field is lower via the // actual field. // Store new cost grList[lActList].Cost = grList[lCheapIndex].Cost + sAdditCost; // Store new parent grList[lActList].Parent = lCheapIndex; } // ElseIf abGridCopy(lTestX, lTestY) = IsClosed Then // This cell can be ignored } } } } } // lOffX } // lOffY // Close the just checked cheapest cell. grList[lCheapIndex].Closed = true; abGridCopy[lCheapX, lCheapY].ListStat = eListStat.IsClosed; } // The path can be found by backtracing from the field TX/TY until SX/SY. // The path is traversed in backwards order and stored reversely (!) in // the "argument" Path(). Path = new tPoint[0 + 1]; lPathPtr = -1; // lCheapIndex (lCheapX/Y) initially contains the target TX/TY do { // Store the coordinates of the current cell lPathPtr += 1; Array.Resize(ref Path, lPathPtr + 1); Path[lPathPtr].x = grList[lCheapIndex].x; Path[lPathPtr].y = grList[lCheapIndex].y; // Follow the parent lCheapIndex = grList[lCheapIndex].Parent; } while (lCheapIndex != -1); Console.WriteLine("Path found"); APlus = true; return(APlus); }