Esempio n. 1
0
 public TilePos(TilePos parent, int xIn, int yIn, int startX, int startY)
 {
     X      = xIn;
     Y      = yIn;
     Parent = parent;
     Score  = Math.Abs(xIn - startX) + Math.Abs(yIn - startY);
 }
Esempio n. 2
0
 public override void Update()
 {
     if (curTile == null)
     {
         Complete = true;
     }
     else
     {
         Vector2 v = character.WalkTowardCenter((curTile.X * Game1.tileSize) + (Game1.tileSize / 2), (curTile.Y * Game1.tileSize) + (Game1.tileSize / 2));
         while ((v.X == 0) && (v.Y == 0))
         {
             if (curTile.Parent == null)
             {
                 v        = character.WalkTowardCenter((curTile.X * Game1.tileSize) + (Game1.tileSize / 2), (curTile.Y * Game1.tileSize) + (Game1.tileSize / 2), true);
                 curTile  = curTile.Parent;
                 Complete = true;
                 break;
             }
             else
             {
                 curTile = curTile.Parent;
                 v       = character.WalkTowardCenter((curTile.X * Game1.tileSize) + (Game1.tileSize / 2), (curTile.Y * Game1.tileSize) + (Game1.tileSize / 2));
             }
         }
     }
 }
Esempio n. 3
0
        private void FindPath()
        {
            if (((startX == destX) && (startY == destY)) ||
                (startX < 0) ||
                (startX >= tileMapW) ||
                (startY < 0) ||
                (startY >= tileMapH) ||
                (destX < 0) ||
                (destX >= tileMapW) ||
                (destY < 0) ||
                (destY >= tileMapH) ||
                (location.GetTileTypeIDByTileIndex(destX, destY) <= 0))
            {
                return;
            }

            curTile = new TilePos(null, destX, destY, startX, startY);

            FastPriorityQueue <TilePos> priorityQueue = new FastPriorityQueue <TilePos>(tileMapW * tileMapH);

            while (!((curTile.X == startX) && (curTile.Y == startY)))
            {
                // check the four sides
                TilePos leftTile   = new TilePos(curTile, curTile.X - 1, curTile.Y, startX, startY);
                TilePos rightTile  = new TilePos(curTile, curTile.X + 1, curTile.Y, startX, startY);
                TilePos topTile    = new TilePos(curTile, curTile.X, curTile.Y - 1, startX, startY);
                TilePos bottomTile = new TilePos(curTile, curTile.X, curTile.Y + 1, startX, startY);

                if (curTile.Parent != null)
                {
                    if ((curTile.Parent.Equals(leftTile)) || (curTile.Parent.Equals(rightTile)))
                    {
                        topTile.Score    += 1;
                        bottomTile.Score += 1;
                    }
                    else if ((curTile.Parent.Equals(bottomTile)) || (curTile.Parent.Equals(topTile)))
                    {
                        rightTile.Score += 1;
                        leftTile.Score  += 1;
                    }
                }

                QueueUp(leftTile, priorityQueue);
                QueueUp(rightTile, priorityQueue);
                QueueUp(bottomTile, priorityQueue);
                QueueUp(topTile, priorityQueue);

                curTile = priorityQueue.Dequeue();
            }
        }
Esempio n. 4
0
        private void QueueUp(TilePos aTile, FastPriorityQueue <TilePos> priorityQueue)
        {
            if ((aTile.X < 0) ||
                (aTile.X >= tileMapW) ||
                (aTile.Y < 0) ||
                (aTile.Y >= tileMapH) ||
                (checkedTiles[aTile.X, aTile.Y]) ||
                (location.GetTileTypeIDByTileIndex(aTile.X, aTile.Y) <= 0))
            {
                return;
            }

            checkedTiles[aTile.X, aTile.Y] = true;
            priorityQueue.Enqueue(aTile, aTile.Score);
        }
Esempio n. 5
0
        public MovePathEvent(Location loc, Character c, int startXTile, int startYTile, int destXTile, int destYTile)
        {
            location     = loc;
            character    = c;
            startX       = startXTile;
            startY       = startYTile;
            destX        = destXTile;
            destY        = destYTile;
            tileMapH     = location.TileMapH();
            tileMapW     = location.TileMapW();
            curTile      = null;
            checkedTiles = new Boolean[tileMapW, tileMapH];
            for (int i = 0; i < tileMapW; i++)
            {
                for (int j = 0; j < tileMapH; j++)
                {
                    checkedTiles[i, j] = false;
                }
            }
            checkedTiles[destX, destY] = true;
            GamePaused = false;

            FindPath();
        }
Esempio n. 6
0
 public Boolean Equals(TilePos t)
 {
     return((t.X == X) && (t.Y == Y));
 }