demo: use pathfind_astar for player movement

main
Dominik Madarász 2023-09-16 10:41:14 +02:00
parent b437da6841
commit 43ca1c86bd
3 changed files with 111 additions and 8 deletions

View File

@ -2,6 +2,8 @@
#include "v4k.h"
#include "3rd_bt.h"
#define min(a,b) (a>b?b:a)
bool topdown_cam = 1;
int yes() {
@ -19,6 +21,7 @@ void move_players();
int main() {
window_create(75, 0); // WINDOW_MSAA4);
window_title(__FILE__);
window_fps_lock(60);
bt_addfun("yes", yes);
bt_addfun("no", no);
@ -62,10 +65,10 @@ struct player_t {
// every chunk is a 2D grid [200x200 units], center at (W/2,H/2), bit:1 means traversable
array(unsigned) chunk = 0; // chunk partition in world
array(aabb) blockers = 0; // static blockers in world
vec3 from, to; bool recast;
vec3 from, to; bool recast; bool vis_recast;
enum { W = 200, Z = 200 };
void draw_scene() {
enum { W = 200, Z = 200 };
do_once array_resize(chunk, W*Z);
enum { NUM_BLOCKS = 200 };
@ -105,8 +108,8 @@ void draw_scene() {
static vec2i path[W*Z] = {0};
static int path_count = 0;
static uint64_t taken = 0;
if( recast || input_down(KEY_SPACE) ) {
recast = 0;
if( vis_recast || input_down(KEY_SPACE) ) {
vis_recast = 0;
taken =- time_ns();
path_count = pathfind_astar(W, Z, chunk, vec2i(clampf(from.x+W/2,0,W-1),clampf(from.z+Z/2,0,Z-1)), vec2i(clampf(to.x+W/2,0,W-1),clampf(to.z+Z/2,0,Z-1)), path, countof(path));
taken += time_ns();
@ -162,7 +165,10 @@ void move_players() {
if( input_down(MOUSE_L) && !ui_hover() ) {
vec3 pt = editor_pick(input(MOUSE_X), input(MOUSE_Y));
hit *h = ray_hit_plane(ray(cam.position, pt), plane(vec3(0,0,0),vec3(0,1,0)));
if(h) array_push(points, h->p), from = player[0].pos, to = *array_back(points), recast = 1;
if(h) {
if (array_count(points) == 0) recast = 1, vis_recast = 1;
array_push(points, h->p), from = player[0].pos, to = *array_back(points);
}
}
// ddraw waypoints
ddraw_color(YELLOW);
@ -173,8 +179,23 @@ void move_players() {
ddraw_color(WHITE);
// move thru waypoints (PLAYER-1 only)
if( i == 0 && array_count(points) ) {
static vec2i path[W*Z] = {0};
static int path_count = 0;
static int path_index = 0;
struct player_t *p = &player[i];
vec3 dst = points[0];
vec3 pt = points[0];
if( recast ) {
recast = 0;
path_count = pathfind_astar(W, Z, chunk, vec2i(clampf(p->pos.x+W/2,0,W-1),clampf(p->pos.z+Z/2,0,Z-1)), vec2i(clampf(pt.x+W/2,0,W-1),clampf(pt.z+Z/2,0,Z-1)), path, countof(path));
path_index = path_count-1;
}
if (path_count == 0) {
array_pop_front(points);
continue;
}
vec2i ph = path[path_index];
vec3 dst = vec3(ph.x-W/2,0,ph.y-Z/2);
vec3 vector1 = norm3(vec3(p->dir.x,0,p->dir.z));
vec3 vector2 = norm3(sub3(dst,p->pos));
@ -188,8 +209,12 @@ void move_players() {
float dist = len3(sub3(p->pos, dst));
if(dist < 1) {
path_index--;
if (path_index <= 0) {
// goal
array_pop_front(points);
recast = 1, vis_recast = 1;
}
}
else {
if( dist < 10 && abs(angle) > 10 ) {

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@ -0,0 +1,78 @@
LIBRARY wsock32.dll
EXPORTS
AcceptEx
EnumProtocolsA
EnumProtocolsW
GetAcceptExSockaddrs
GetAddressByNameA
GetAddressByNameW
GetNameByTypeA
GetNameByTypeW
GetServiceA
GetServiceW
GetTypeByNameA
GetTypeByNameW
MigrateWinsockConfiguration
NPLoadNameSpaces
SetServiceA
SetServiceW
TransmitFile
WEP
WSAAsyncGetHostByAddr
WSAAsyncGetHostByName
WSAAsyncGetProtoByName
WSAAsyncGetProtoByNumber
WSAAsyncGetServByName
WSAAsyncGetServByPort
WSAAsyncSelect
WSACancelAsyncRequest
WSACancelBlockingCall
WSACleanup
WSAGetLastError
WSAIsBlocking
WSARecvEx
WSASetBlockingHook
WSASetLastError
WSAStartup
WSAUnhookBlockingHook
WSApSetPostRoutine
__WSAFDIsSet
accept
bind
closesocket
connect
dn_expand
gethostbyaddr
gethostbyname
gethostname
getnetbyname
getpeername
getprotobyname
getprotobynumber
getservbyname
getservbyport
getsockname
getsockopt
htonl
htons
inet_addr
inet_network
inet_ntoa
ioctlsocket
listen
ntohl
ntohs
rcmd
recv
recvfrom
rexec
rresvport
s_perror
select
send
sendto
sethostname
setsockopt
shutdown
socket

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