游戏开发常见算法

1.根据权重获取不同的值:
算法思想:
代码实现:
_proto.randWeightEnemy = function (enemyIdMap, enemyIds, targetWeight, weightArray, monsterNumLimit) {
   console.log("目标权重值"+targetWeight); //targetWeight的值为1700
   var rd = utils.intRange(1, targetWeight + 1);
   var index = 0;
   for (var j = 0; j < weightArray.length; j++) { //weightArray=[1000,1500,1700]
      if (rd < weightArray[j]) {
           index = j;
           break;
      }
    }
    enemyId = enemyIds[index]; //根据不同权重的下标一一对应不同id
    if (!enemyIdMap[enemyId]) {
       enemyIdMap[enemyId] = 0;
    }
    //当前怪物id数量+1存为临时数量
    var tmpCount = enemyIdMap[enemyId] + 1;
    if (tmpCount > monsterNumLimit[index]) {
    //超出限制
      enemyId = this.randWeightEnemy(enemyIdMap, enemyIds, targetWeight, weightArray, monsterNumLimit);  //嵌套执行
    } else {
      enemyIdMap[enemyId]++;
    }
      return enemyId; //不同id对应不同的权重值
};

2.自由落体:
(1)数据初始化定义:
//自由落体 0.5*a*t^2
//方向
//加速度 a
this.a = 1; //图片的像素移动 像素/ms
//初速度 v0 vt 当前速度 = v0 + at
this.v0 = 0;

(2)求自由落体 物体 y轴 坐标值的变化值:
/**
*求自由落体 Y轴 坐标值
* @param t0 帧时间差
*/
_proto.freeFall = function (fk, t1, t0) {    //fk  是做自由落体的物体,t1 是上一帧动画所在的时间,t0是帧时间差
    if(!fk)return;
    //Math.pow(2,3) 8 js封装的求平方数的方法
    fk.y += (this.v0 + this.a * t1 + 0.5 * this.a * t0) * t0;
}

(3)更新自由落体动画:
/**
* 更新下落动画
*/
_proto.updateFallAnim = function () {
    if(!this.isPlayingFallAnim)return;
    var fkIndex, row, vFk;
    console.log("下落清单");
    console.log(this.fall_list);
    var deltaTime = Laya.timer.delta;//帧时间差ms
    //单个方块移到目标点 完成单个动画播放 移除动画清单单个方块
    var l = this.fall_list.length;
    for (fkIndex = 0; fkIndex < l; fkIndex++) {
        vFk = this.fall_list[fkIndex];
        console.log("可以下落的方块");
        console.log(vFk.fallMaxY);
        row = this._getRow(vFk.fallMaxY);
        this.markRow(vFk, row); //只是做了数据的标记和存储,没有做表现
        this.freeFall(vFk, this.fallAnimTime, deltaTime);
        if(vFk.y >= vFk.fallMaxY){                 //  vFk.fallMaxY 是做自由落体物品的目标Y值
            this.fall_list.remove(vFk);            //单个下落结束后,就把结束下落的方块从清单中移除
            this.onSingleFallAimCompelete(vFk);
            fkIndex--;                             //index 依赖于 l l必须更严谨,因为它被index依赖,所以l-- 放在 index--后边
            l--;                                   //重要性高,放后边处理,覆盖前边
        }
    }
    this.fallAnimTime += deltaTime;//记录已播动画时长
}

3.角度和弧度的转换:
 
公式为:角度=180°×弧度÷π   弧度=角度×π÷180°

/** 弧度转角度换算单位 */
GameSetting$.ANGLE_1_RAD = 180 / Math.PI;
/** 角度转弧度换算单位 */
GameSetting$.RAD_1_ANGLE = Math.PI / 180;
4.两点之间距离的算法:
dx = Math.abs(p2.clientX - p1.clientX);
dy = Math.abs(p2.clientY - p1.clientY);
var dis = Math.sqrt(Math.pow(dx,2)+Math.pow(dy,2));

5.根据两点间坐标,计算方向向量,转化为角度:
        let dx = headPos.x - tailPos.x;
        let dy = headPos.y - tailPos.y;

        //2d方向向量
        let angle = Math.atan2(dy,dx);  //弧度
        this.targetAngle$ = angle * GameSetting$.ANGLE_1_RAD-90;

6.已知起点坐标,角度,长度,求终点坐标:
    /**
     * 已知起点,角度,长度,求终点坐标
     * @param {*} startPoint
     * @param {*} angle 角度
     * @param {*} distance
     * @returns
     */
    static calNewPointByAngle2$(startPoint, angle, distance) {
        var endPoint = {};
        // 角度转弧度
        var radian = (angle * Math.PI) / 180;
        // 计算新坐标(对于无限接近0的数字,此处没有优化)
        endPoint.x = startPoint.x + distance * Math.sin(radian);
        endPoint.y = startPoint.y + distance * Math.cos(radian);
        return endPoint;
    }

7.瞄准器脚本:鼠标移动画出2d的可控制角度的瞄准线
import GameSetting$ from "../../../Config/GameSetting";
import EventManager$ from "../../../Manager/EventManager";
import SSEVENT$ from "../../../Config/SSEVENT";
/**
 * 触摸区域画轨迹线2d
 * created by tcy 20210826
 */
export default class TouchDrawPoint2D$ extends Laya.Script {
    constructor() {
        super();
        this._initData$();
    }

    _initData$() {
        /**鼠标按下的点 */
        this._touchDownPos$ = null;
        /**鼠标区域box */
        this._box$ = null;
        /** 鼠标移动的方向 */
        this._direction$ = new Laya.Vector2(0, 0);
        /** 贴图路径 */
        this.textureUrl$ = GameSetting$.LINE_TEXTURE_URL$;
        /** 最大点数 */
        this.maxPointCnt$ = GameSetting$.MAX_LINE_POINT_CNT$;
        /**点的数量 */
        this.pointCnt$ = 0;
        /** 当前点的集合 */
        this._curPoint$ = [];
        /** Y轴方向点的间隔距离*/
        this._pointDisY$ = 50;
        /** 临时点变量 */
        this._tempV2$ = new Laya.Point();
        /** 临时点变量2 */
        this._tempV2_2$ = new Laya.Point();

    }

    onAwake() {
        this._box$ = this.owner;
    }

    onEnable() {
        this.owner.on(Laya.Event.MOUSE_DOWN, this, this._onTouchDown$);
        this.owner.on(Laya.Event.MOUSE_MOVE, this, this._onTouchMove$);
        this.owner.on(Laya.Event.MOUSE_UP, this, this._onTouchUp$);
        this.owner.on(Laya.Event.MOUSE_OUT, this, this._onTouchOut$);
    }

    onStart() {

        this.loadResArray$();
    }

    /**
    * 加载资源清单
    */
    loadResArray$() {
        Laya.loader.load(this.textureUrl$, Laya.Handler.create(this, this.onResLoaded$));
    }

    /**
     * 当资源加载完成
     */
    onResLoaded$() {
        /** 贴图 */
        this.texture$ = Laya.loader.getRes(this.textureUrl$);
    }

    _onTouchDown$(e) {

        let t = this._box$.getMousePoint();
        this._touchDownPos$ = new Laya.Point(t.x, t.y);
        this.graphicsSp$ = this.owner.addChild(new Laya.Sprite());
        this.graphicsSp$.x = this._touchDownPos$.x;
        this.graphicsSp$.y = this._touchDownPos$.y;
        this.drawSingleLine$(new Laya.Point(0, 0), 0);
    }

    _onTouchMove$(e) {
        if (!this.graphicsSp$ || this.graphicsSp$.destroyed) return;
        let t = this._box$.getMousePoint();
        if (!this._touchDownPos$ || this._touchDownPos$.x === t.x && this._touchDownPos$.y === t.y) return false;
        let i = new Laya.Point(t.x - this._touchDownPos$.x, t.y - this._touchDownPos$.y);
        this._tempV2$.copy(i);
        this._tempV2$.normalize();
        this._direction$.setValue(this._tempV2$.x, this._tempV2$.y);
        let dis = this._touchDownPos$.distance(t.x, t.y);
        this._initRotation$ = Math.atan2(this._direction$.y, this._direction$.x);
        //点数越多,点与点之间的间隔越大
        if (!this.isFulll$() && dis > 50) {
            let pointNum = Math.max(1, Math.floor(dis / 50));
            for (var g = 1; g <= pointNum; g++) {
                let point = new Laya.Point(0, this._pointDisY$ * g);
                if (this._curPoint$.indexOf(point.y) != -1) continue;
                this.drawSingleLine$(point, g);
            }

        }
        this.graphicsSp$ && (this.graphicsSp$.rotation = this._initRotation$ * GameSetting$.ANGLE_1_RAD$);
        this.resetPoint$(dis);
    }

    resetPoint$(dis) {
        if (!this.graphicsSp$ || this.graphicsSp$.destroyed) return;
        let pointNum = this.graphicsSp$._children.length;
        let pointNode;
        let index = Math.max(1, Math.floor(dis / 50));
        let disY = this.pointCnt$ * 3 || 3;
        for (var i = 0; i < pointNum; i++) {
            pointNode = this.graphicsSp$._children[i];
            let point = new Laya.Point(0, disY * i++);
            let pointNew = this.getBPoint$(point, -this._initRotation$);
            pointNode.x = pointNew.x;
            pointNode.y = pointNew.y;
            pointNode.index$ > index ? pointNode.visible = false : pointNode.visible = true;
        }
    }



    _onTouchUp$(e) {
        if (!this._touchDownPos$) return;
        EventManager$.getInstance$().dispatchEvent$(SSEVENT$.PLAYER_JUMP$, [this._direction$, this.pointCnt$])
        this.clearLines$();
    }

    _onTouchOut$() {
        this.clearLines$();
    }

    getDirection$() {
        return this._direction$;
    }

    /**
     * 清除所有的线
     */
    clearLines$() {
        this.clearLineDatas$();
        this.clearLinesGraphic$();
    }

    /**
    * 清除线数据
    */
    clearLineDatas$() {
        this.pointCnt$ = 0;
        this._curPoint$ = [];

    }

    /**
    * 点数是否上限
    */
    isFulll$() {
        return this.maxPointCnt$ <= this.pointCnt$;
    }

    /**
     * 
     * @param {*} source 
     * @param {*} angle Angle为正时逆时针转动, 单位为弧度
     * @returns 
     */
    getBPoint$(source, angle) {
        let R;
        let rotation = Math.atan2(this._direction$.y, this._direction$.x);
        rotation += angle//旋转
        R = Math.sqrt(source.x * source.x + source.y * source.y)//半径
        this._tempV2_2$.x = Math.cos(rotation) * R;
        this._tempV2_2$.y = Math.sin(rotation) * R;
        return this._tempV2_2$;
    }

    /**
    * 画单条线
    */
    drawSingleLine$(point, index) {
        this.pointCnt$++;
        this._curPoint$.push(point.y);
        // let pointNew = this.getBPoint$(point, -this._initRotation$);
        let newPoint = this.graphicsSp$.addChild(new Laya.Image(this.textureUrl$));
        newPoint.index$ = index;
        // newPoint.x = pointNew.x;
        // newPoint.y = pointNew.y;
    }

    /**
    * 清除线条图像
    */
    clearLinesGraphic$() {
        this.graphicsSp$ && this.graphicsSp$.destroy();
    }

    onDestroy() {
        Laya.timer.clearAll(this);
        this.owner.off(Laya.Event.MOUSE_DOWN, this, this._onTouchDown$);//按下
        this.owner.off(Laya.Event.MOUSE_UP, this, this._onTouchUp$);         //弹起
        this.owner.off(Laya.Event.MOUSE_MOVE, this, this._onTouchMove$);//移动鼠标
        this.owner.off(Laya.Event.MOUSE_OUT, this, this._onTouchOut$);
    }
}

猜你喜欢

转载自blog.csdn.net/woshiyuyanjia/article/details/134800643