Esempio n. 1
0
 public A_Star(TileInfo[,] ColMap, int _hWeight)
 {
     hWeight = _hWeight;
     colMap = ColMap;
     Path = new List<Vector2>();
     Width = colMap.GetLength(0);
     Height = colMap.GetLength(1);
 }
Esempio n. 2
0
        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            // Create the tile objects in the array
            for (int x = 0; x < tileInfo.GetLength(0); x++)
            {
                for (int y = 0; y < tileInfo.GetLength(0); y++)
                {
                    tileInfo[x, y] = new TileInfo();
                }
            }

            // Change some tiles to walls
            tileInfo[4, 0].tileType = TileInfo.TileType.Wall;
            tileInfo[4, 1].tileType = TileInfo.TileType.Wall;
            tileInfo[4, 2].tileType = TileInfo.TileType.Wall;
            tileInfo[4, 3].tileType = TileInfo.TileType.Wall;
            tileInfo[4, 4].tileType = TileInfo.TileType.Wall;
            tileInfo[4, 5].tileType = TileInfo.TileType.Wall;
            tileInfo[3, 5].tileType = TileInfo.TileType.Wall;
            tileInfo[2, 5].tileType = TileInfo.TileType.Wall;
            tileInfo[1, 5].tileType = TileInfo.TileType.Wall;
            tileInfo[1, 4].tileType = TileInfo.TileType.Wall;
            tileInfo[1, 3].tileType = TileInfo.TileType.Wall;
            tileInfo[1, 2].tileType = TileInfo.TileType.Wall;

            tileInfo[7, 6].tileType = TileInfo.TileType.Wall;
            tileInfo[7, 7].tileType = TileInfo.TileType.Wall;
            tileInfo[7, 8].tileType = TileInfo.TileType.Wall;
            tileInfo[7, 9].tileType = TileInfo.TileType.Wall;

            // Pass the tile information and a weight for the H
            // the lower the H weight value shorter the path
            // the higher it is the less number of checks it take to determine
            // a path
            a_star = new A_Star(tileInfo, 100);

            a_star.start(startLoc.X, startLoc.Y, endLoc.X, endLoc.Y);

            base.Initialize();
        }