init
This commit is contained in:
177
assets/scripts/GameController.ts
Normal file
177
assets/scripts/GameController.ts
Normal file
@@ -0,0 +1,177 @@
|
||||
import { _decorator, Component, input, Input, EventTouch, Camera, Node, Vec3, UITransform, math } from 'cc';
|
||||
const { ccclass, property } = _decorator;
|
||||
|
||||
interface NodeCell {
|
||||
x: number;
|
||||
y: number;
|
||||
g: number;
|
||||
h: number;
|
||||
f: number;
|
||||
parent?: NodeCell;
|
||||
}
|
||||
|
||||
@ccclass('GameController')
|
||||
export class GameController extends Component {
|
||||
@property(Camera)
|
||||
camera: Camera = null!;
|
||||
|
||||
@property(Node)
|
||||
player: Node = null!;
|
||||
|
||||
@property(Node)
|
||||
map: Node = null!;
|
||||
|
||||
@property
|
||||
gridSize: number = 32;
|
||||
|
||||
@property
|
||||
moveSpeed: number = 200;
|
||||
|
||||
@property
|
||||
camSmooth: number = 5;
|
||||
|
||||
private mapData: number[][] = [
|
||||
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||
[0, 1, 1, 1, 0, 0, 1, 1, 1, 0],
|
||||
[0, 0, 0, 1, 0, 0, 0, 0, 1, 0],
|
||||
[0, 1, 0, 0, 0, 1, 1, 0, 0, 0],
|
||||
[0, 0, 0, 1, 0, 0, 0, 0, 0, 0],
|
||||
];
|
||||
|
||||
private path: Vec3[] = [];
|
||||
private camPos: Vec3 = new Vec3();
|
||||
private mapSize: Vec3 = new Vec3();
|
||||
|
||||
onLoad() {
|
||||
input.on(Input.EventType.TOUCH_END, this.onTouchEnd, this);
|
||||
|
||||
// 获取地图大小
|
||||
const ui = this.map.getComponent(UITransform);
|
||||
if (ui) {
|
||||
this.mapSize.set(ui.width, ui.height, 0);
|
||||
}
|
||||
}
|
||||
|
||||
onDestroy() {
|
||||
input.off(Input.EventType.TOUCH_END, this.onTouchEnd, this);
|
||||
}
|
||||
|
||||
// 点击地图 -> 计算寻路路径
|
||||
onTouchEnd(event: EventTouch) {
|
||||
if (!this.camera) return;
|
||||
|
||||
const screenPos = event.getLocation();
|
||||
const worldPos = this.camera.screenToWorld(new Vec3(screenPos.x, screenPos.y, 0));
|
||||
|
||||
const startCell = this.worldToCell(this.player.getWorldPosition());
|
||||
const endCell = this.worldToCell(worldPos);
|
||||
|
||||
const cellPath = this.findPath(startCell, endCell);
|
||||
if (cellPath.length > 0) {
|
||||
this.path = cellPath.map(c => this.cellToWorld(c));
|
||||
}
|
||||
}
|
||||
|
||||
update(deltaTime: number) {
|
||||
// === 角色移动 ===
|
||||
if (this.path.length > 0) {
|
||||
const pos = this.player.getWorldPosition();
|
||||
const target = this.path[0];
|
||||
const dir = target.subtract(pos);
|
||||
const dist = dir.length();
|
||||
|
||||
if (dist < this.moveSpeed * deltaTime) {
|
||||
this.player.setWorldPosition(target);
|
||||
this.path.shift();
|
||||
} else {
|
||||
dir.normalize();
|
||||
const move = dir.multiplyScalar(this.moveSpeed * deltaTime);
|
||||
this.player.setWorldPosition(pos.add(move));
|
||||
}
|
||||
}
|
||||
|
||||
// === 相机跟随 ===
|
||||
const targetPos = this.player.getWorldPosition();
|
||||
const desiredPos = new Vec3(targetPos.x, targetPos.y, 1000); // Z 拉远
|
||||
Vec3.lerp(this.camPos, this.camera.node.getWorldPosition(), desiredPos, deltaTime * this.camSmooth);
|
||||
|
||||
// 限制相机范围
|
||||
const halfW = this.mapSize.x / 2;
|
||||
const halfH = this.mapSize.y / 2;
|
||||
const viewW = 400; // 你可以用实际相机视口宽高
|
||||
const viewH = 300;
|
||||
|
||||
this.camPos.x = math.clamp(this.camPos.x, -halfW + viewW, halfW - viewW);
|
||||
this.camPos.y = math.clamp(this.camPos.y, -halfH + viewH, halfH - viewH);
|
||||
|
||||
this.camera.node.setWorldPosition(this.camPos);
|
||||
}
|
||||
|
||||
// ============ A* 寻路实现 ============
|
||||
|
||||
worldToCell(worldPos: Vec3): { x: number, y: number } {
|
||||
return {
|
||||
x: Math.floor(worldPos.x / this.gridSize),
|
||||
y: Math.floor(worldPos.y / this.gridSize),
|
||||
};
|
||||
}
|
||||
|
||||
cellToWorld(cell: { x: number, y: number }): Vec3 {
|
||||
return new Vec3(
|
||||
cell.x * this.gridSize + this.gridSize / 2,
|
||||
cell.y * this.gridSize + this.gridSize / 2,
|
||||
0
|
||||
);
|
||||
}
|
||||
|
||||
findPath(start: { x: number, y: number }, end: { x: number, y: number }): { x: number, y: number }[] {
|
||||
const open: NodeCell[] = [];
|
||||
const closed: boolean[][] = [];
|
||||
const rows = this.mapData.length;
|
||||
const cols = this.mapData[0].length;
|
||||
|
||||
function heuristic(a: { x: number, y: number }, b: { x: number, y: number }) {
|
||||
return Math.abs(a.x - b.x) + Math.abs(a.y - b.y);
|
||||
}
|
||||
|
||||
open.push({ x: start.x, y: start.y, g: 0, h: heuristic(start, end), f: 0 });
|
||||
|
||||
while (open.length > 0) {
|
||||
open.sort((a, b) => (a.g + a.h) - (b.g + b.h));
|
||||
const current = open.shift()!;
|
||||
closed[current.y] = closed[current.y] || [];
|
||||
closed[current.y][current.x] = true;
|
||||
|
||||
if (current.x === end.x && current.y === end.y) {
|
||||
const path: { x: number, y: number }[] = [];
|
||||
let node: NodeCell | undefined = current;
|
||||
while (node) {
|
||||
path.unshift({ x: node.x, y: node.y });
|
||||
node = node.parent;
|
||||
}
|
||||
return path;
|
||||
}
|
||||
|
||||
const neighbors = [
|
||||
{ x: current.x + 1, y: current.y },
|
||||
{ x: current.x - 1, y: current.y },
|
||||
{ x: current.x, y: current.y + 1 },
|
||||
{ x: current.x, y: current.y - 1 },
|
||||
];
|
||||
|
||||
for (const n of neighbors) {
|
||||
if (n.x < 0 || n.y < 0 || n.y >= rows || n.x >= cols) continue;
|
||||
if (this.mapData[n.y][n.x] === 1) continue;
|
||||
if (closed[n.y]?.[n.x]) continue;
|
||||
|
||||
const g = current.g + 1;
|
||||
const h = heuristic(n, end);
|
||||
const existing = open.find(o => o.x === n.x && o.y === n.y);
|
||||
if (!existing || g < existing.g) {
|
||||
open.push({ x: n.x, y: n.y, g, h, f: g + h, parent: current });
|
||||
}
|
||||
}
|
||||
}
|
||||
return [];
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user