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