add bbox checks to pathfinding graphs

This commit is contained in:
2025-01-21 23:57:45 +09:00
parent 8ce1a2266f
commit fa2dbb5237
5 changed files with 176 additions and 76 deletions
+43 -29
View File
@@ -1,5 +1,4 @@
import { Vector2 } from 'three'
import Ability from './ability.js'
import Entity from './entity.js'
import Team from './team.js'
import Template from './template.js'
@@ -10,36 +9,51 @@ export class Dungeon {
game.width = 3000
game.height = 3000
const playerSpawn = new Vector2(game.width / 2, game.height / 2)
game.spawnEntity(new Entity(Template.player({ id: '1', spawnPosition: playerSpawn, position: new Vector2(playerSpawn.x - 1300, playerSpawn.y - 500), team: Team.blue })))
const dummyLogic = function dummyLogic() {
const entity = this
if (entity.position.x > 1250) {
entity.moveAction(new Vector2(500, entity.position.y))
}
else if (entity.position.x < 550 || entity.destination == null) {
entity.moveAction(new Vector2(1300, entity.position.y))
}
// const playerSpawn = new Vector2(game.width / 2, game.height / 2)
// game.spawnEntity(new Entity(Template.player({ id: '1', spawnPosition: playerSpawn, position: new Vector2(playerSpawn.x - 1300, playerSpawn.y - 500), team: Team.blue })))
// const dummyLogic = function dummyLogic() {
// const entity = this
// if (entity.position.x > 1250) {
// entity.moveAction(new Vector2(500, entity.position.y))
// }
// else if (entity.position.x < 550 || entity.destination == null) {
// entity.moveAction(new Vector2(1300, entity.position.y))
// }
if (game.currentTick > 0 && game.currentTick % (6 * game.tickRate) == 0) {
entity.castAction('q', playerSpawn)
}
// if (game.currentTick > 0 && game.currentTick % (6 * game.tickRate) == 0) {
// entity.castAction('q', playerSpawn)
// }
// }
// const dummy = { radius: 100, visualRadius: 50, abilities: { q: Ability.straightShot.id }, logic: dummyLogic }
// game.spawnEntity(new Entity({ ...dummy, position: new Vector2(1 * (game.width / 5), 1 * (game.height / 4)) }))
// game.spawnEntity(new Entity({ ...dummy, position: new Vector2(1 * (game.width / 5), 3 * (game.height / 4)) }))
// game.addTerrain(new Terrain([
// new Vector2(3.5 * (game.width / 10), 1.6 * (game.height / 5)),
// new Vector2(3.5 * (game.width / 10), 1.4 * (game.height / 5)),
// new Vector2(4 * (game.width / 10), 1.4 * (game.height / 5)),
// new Vector2(4 * (game.width / 10), 1.6 * (game.height / 5)),
// ]))
// game.addTerrain(new Terrain([
// new Vector2(3 * (game.width / 10), 2 * (game.height / 5)),
// new Vector2(3 * (game.width / 10), 1 * (game.height / 5)),
// new Vector2(4 * (game.width / 10), 1 * (game.height / 5)),
// new Vector2(4 * (game.width / 10), 2 * (game.height / 5)),
// ], false))
const from = new Vector2(100, 100)
game.height = 2000
game.spawnEntity(new Entity(Template.player({ id: '1', spawnPosition: from, pathfindingObstacleLimit: 1, pathfindingCooldown: 0 })))
for (let i = 100; i < game.width; i += 300) {
const highest = ((i - 100) % 600) == 0 ? 0 : 500
const lowest = ((i - 100) % 600) == 0 ? 1500 : 2000
game.addTerrain(new Terrain([
new Vector2(i + 100, game.height - highest),
new Vector2(i, game.height - highest),
new Vector2(i, game.height - lowest),
new Vector2(i + 100, game.height - lowest),
]))
}
const dummy = { radius: 100, visualRadius: 50, abilities: { q: Ability.straightShot.id }, logic: dummyLogic }
game.spawnEntity(new Entity({ ...dummy, position: new Vector2(1 * (game.width / 5), 1 * (game.height / 4)) }))
game.spawnEntity(new Entity({ ...dummy, position: new Vector2(1 * (game.width / 5), 3 * (game.height / 4)) }))
game.addTerrain(new Terrain([
new Vector2(3.5 * (game.width / 10), 1.6 * (game.height / 5)),
new Vector2(3.5 * (game.width / 10), 1.4 * (game.height / 5)),
new Vector2(4 * (game.width / 10), 1.4 * (game.height / 5)),
new Vector2(4 * (game.width / 10), 1.6 * (game.height / 5)),
]))
game.addTerrain(new Terrain([
new Vector2(3 * (game.width / 10), 2 * (game.height / 5)),
new Vector2(3 * (game.width / 10), 1 * (game.height / 5)),
new Vector2(4 * (game.width / 10), 1 * (game.height / 5)),
new Vector2(4 * (game.width / 10), 2 * (game.height / 5)),
], false))
game.start()
}