NPC
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6e33c8a99c
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2a69d4ad25
@ -3,14 +3,14 @@ import { UICameraInfo } from "../UIPipes/UIPipes";
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import { interpolate, interpolateCos } from "../Utils/Math.utils";
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export function moveVertically(tick, keyCode) {
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BC_CAMERA.position.y += (tick.deltaMS / 1000) * 800 * (keyCode === "KeyS" ? 1 : -1);
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BC_CAMERA.position.y += (tick.deltaMS / 1000) * 1800 * (keyCode === "KeyS" ? 1 : -1);
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UICameraInfo.update((s) => {
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s.position.y = BC_CAMERA.position.y;
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});
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}
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export function moveHorizontally(tick, keyCode) {
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BC_CAMERA.position.x += (tick.deltaMS / 1000) * 800 * (keyCode === "KeyD" ? 1 : -1);
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BC_CAMERA.position.x += (tick.deltaMS / 1000) * 1800 * (keyCode === "KeyD" ? 1 : -1);
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UICameraInfo.update((s) => {
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s.position.x = BC_CAMERA.position.x;
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});
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@ -60,11 +60,17 @@ function setupInGameSelector() {
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sprite0.position.set(t.x, t.y);
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};
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// BC_VIEWPORT.onpointerdown = (e) =>
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// {
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// let t = screenToWorldCoordinates(e.data.global.x, e.data.global.y);
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// npccc.moveTo(new Point2D(getTileAt(t.x, t.y, ChunkStorageTypes.TYPE_TERRAIN).worldPosition.getX(), getTileAt(t.x, t.y, ChunkStorageTypes.TYPE_TERRAIN).worldPosition.getY()));
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// }
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BC_VIEWPORT.onpointerdown = (e) =>
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{
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let t = screenToWorldCoordinates(e.data.global.x, e.data.global.y);
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// npccc.moveTo(new Point2D(getTileAt(t.x, t.y, ChunkStorageTypes.TYPE_TERRAIN).worldPosition.getX(), getTileAt(t.x, t.y, ChunkStorageTypes.TYPE_TERRAIN).worldPosition.getY()));
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let tile = getTileAt(t.x, t.y, ChunkStorageTypes.TYPE_TERRAIN);
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if(tile.props.navigationCost > 10) return;
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npccc.moveTo(new PointInt2D(tile.worldPosition.getX(), tile.worldPosition.getY()),
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(cb)=>{
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console.log(cb);
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});
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}
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}
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@ -97,8 +103,8 @@ export async function initGame() {
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setBC_CURRENT_SCENE(new GameScene());
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BC_CAMERA.position.x = Math.floor(PRNG() * 3242 - 372);
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BC_CAMERA.position.y = Math.floor(PRNG() * 1285 - 255);
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// BC_CAMERA.position.x = Math.floor(PRNG() * 3242 - 372);
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// BC_CAMERA.position.y = Math.floor(PRNG() * 1285 - 255);
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UICameraInfo.update((s)=>{
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s.position.x = BC_CAMERA.position.x;
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@ -136,18 +142,21 @@ function startGame() {
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createFirstWorldChunks();
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let testNPCController = new NPCController();
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let testNPCController = new NPCController(true);
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let testNPC = new NPCProto(true, testNPCController);
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testNPC.spriteSheetPath = "assets/images/characters/char0.png";
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testNPC.frame = new PIXI.Rectangle(0, 0, 16, 16);
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testNPC.controller = testNPCController;
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testNPC.worldPosition = new PointInt2D(0,0);
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testNPCController.controlledNPC = testNPC;
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addGameObjectToGameState(testNPCController);
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BC_CURRENT_SCENE.addObjectToSceneWithInitialization(testNPC);
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testNPC.drawObject.zIndex = 4;
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testNPC.drawObject.scale.set(BC_SPRITES_SETTINGS.scale, BC_SPRITES_SETTINGS.scale);
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npccc = testNPCController;
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let pf = new PathFinder();
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let dest = pf.search(new PointInt2D(), new PointInt2D(10, 10));
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testNPCController.moveTo(new Point2D(dest.worldPosition.getX(), dest.worldPosition.getY()));
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// let pf = new PathFinder();
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// setTimeout(()=>{
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// console.log(pf.search(new PointInt2D(), new PointInt2D(0, 0)));
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// }, 1);
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// testNPCController.moveTo(new Point2D(dest.worldPosition.getX(), dest.worldPosition.getY()));
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}
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@ -43,7 +43,8 @@ export function setBC_NPC_LAYER(npc_layer) {
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// export let BC_TERRAIN;
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export let BC_TERRAIN_SETTINGS = {
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tileSize: 16,
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scale: 8.0
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scale: 8.0,
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totalSize: 16*8.0
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}
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// export let BC_TERRAIN_VAULT = {};
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// export function setBC_TERRAIN(terrain) {
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@ -1,5 +1,6 @@
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import { GameObject } from "../../GameObject/GameObject";
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import { Point2D } from "../../Utils/Math.utils";
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import { PointInt2D } from "../../Utils/Math.utils";
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import { NavigationPath, PathFinder } from "../../Utils/PathFinding.util";
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import { NPCProto } from "../NPCProto/NPCProto";
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/**
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* NPCController defines NPC behavior. Many NPC can have same NPCController for the same behavior.
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@ -12,18 +13,87 @@ export class NPCController extends GameObject
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*/
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controlledNPC = null;
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constructor(tickAble = false)
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/**
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* @type Array<PointInt2D>
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*/
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navigationPathQueue = new Array();
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navigationInProgress = false;
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navigationFollowMidPoint = false;
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navigationCallback = ()=>{};
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constructor(tickAble = true)
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{
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super(tickAble);
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}
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/**
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* moves NPC to position
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* @param {Point2D} position
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* @param {PointInt2D} position
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* @param {Function} callback
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*/
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moveTo(position)
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moveTo(position, callback)
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{
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this.controlledNPC.currentPosition = position;
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this.controlledNPC.currentPosition = position;
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let pf = new PathFinder();
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let nPath = pf.search(new PointInt2D(this.controlledNPC.worldPosition.getX(), this.controlledNPC.worldPosition.getY()), position);
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if(!nPath)
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{
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console.log("failed");
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callback("failed");
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return;
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}
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else if (nPath.path.length < 2)
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{
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console.log("success");
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callback("success");
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return;
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}
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for (let i = nPath.path.length-1; i > 0; i--) {
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this.navigationPathQueue.push(nPath.path[i]);
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}
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this.navigationCallback = callback;
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this.navigationInProgress = true;
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}
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/**
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*
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* @param {NavigationPath} pathToFollow
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* @param {Function} callback
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*/
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_moveByPath(pathToFollow, callback)
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{
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}
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tick(ticker)
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{
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// console.log("object");
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if(this.navigationInProgress)
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{
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if(!this.navigationFollowMidPoint)
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{
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let target = this.navigationPathQueue.pop();
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if(!target)
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{
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this.navigationInProgress = false;
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this.navigationCallback("success");
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console.log("success");
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}
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else
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{
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this.controlledNPC.worldPosition = target;
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this.navigationFollowMidPoint = true;
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}
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}
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else
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{
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if(
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Math.abs(this.controlledNPC.drawObject.x - this.controlledNPC.worldPosition.getX()) < 0.5 &&
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Math.abs(this.controlledNPC.drawObject.y - this.controlledNPC.worldPosition.getY()) < 0.5
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)
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{
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this.navigationFollowMidPoint = false;
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}
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}
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}
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}
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};
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@ -12,12 +12,7 @@ export class NPCProto extends SceneObject
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*/
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controller = null;
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/**
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* NPC position in world
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*/
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currentPosition = new Point2D();
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_positionInterpolationSpeed = 10;
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_positionInterpolationSpeed = 30;
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/**
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* path to NPC spritesheet
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@ -54,7 +49,7 @@ export class NPCProto extends SceneObject
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_positionInterpolation(delta)
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{
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let {x, y} = this.drawObject.position;
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this.drawObject.position.set(interpolate(x, this.currentPosition.getX(), delta), interpolate(y, this.currentPosition.getY(), delta));
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this.drawObject.position.set(interpolate(x, this.worldPosition.getX(), delta), interpolate(y, this.worldPosition.getY(), delta));
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};
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};
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@ -1,6 +1,6 @@
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import { GameObject } from "../GameObject/GameObject";
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import { Container } from "../../pixi/pixi.mjs";
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import { Point2D } from "../Utils/Math.utils";
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import { Point2D, PointInt2D } from "../Utils/Math.utils";
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export class SceneObject extends GameObject {
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/**
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@ -17,7 +17,7 @@ export class SceneObject extends GameObject {
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/**
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* world position for scene object
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*/
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worldPosition = new Point2D();
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worldPosition = new PointInt2D();
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/**
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*
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@ -73,6 +73,41 @@ export class PointInt2D
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this.#y = Math.floor(y);
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};
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/**
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*
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* @param {Number} x
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*/
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divideBy(x)
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{
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if(x > 0)
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{
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this.#x = Math.floor(this.#x / x);
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this.#y = Math.floor(this.#y / x);
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return true;
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}
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else if (x < 0)
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{
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this.#x = Math.ceil(this.#x / x);
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this.#y = Math.ceil(this.#y / x);
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return true;
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}
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return false;
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};
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multiplyBy(x)
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{
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if(x >= 0)
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{
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this.#x = Math.floor(this.#x * x);
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this.#y = Math.floor(this.#y * x);
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}
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else if (x < 0)
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{
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this.#x = Math.ceil(this.#x * x);
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this.#y = Math.ceil(this.#y * x);
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}
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}
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/**
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*
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* @param {PointInt2D} a
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@ -2,71 +2,106 @@ import { BC_TERRAIN_SETTINGS } from "../GlobalVariables/GlobalVariables";
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import { ChunkStorageTypes } from "../WorldGeneration/WorldChunk/WorldGenChunk";
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import { getTileAt } from "../WorldGeneration/WorldGen";
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import { PointInt2D } from "./Math.utils";
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import { TerrainTile } from "../WorldGeneration/WorldObjects/TerrainTile/TerrainTile";
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import { SceneObject } from "../SceneObjects/SceneObject";
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class PathFinderNode
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{
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class PathFinderNode {
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position;
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fScore;
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neighbors;
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fScore = 0;
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gScore = 1e16;
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dScore = 1;
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// hScore = 1e16;
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id;
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/**
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*
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* @param {PointInt2D} position
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* @param {Number} fScore
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*
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* @param {PointInt2D} position
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* @param {Number} gScore
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*/
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constructor(position, fScore)
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{
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constructor(position, gScore = 1e16, fScore = 1e16, dScore) {
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this.position = position;
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this.id = position.getX() + "_" + position.getY();
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this.gScore = gScore;
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this.fScore = fScore;
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this.dScore = dScore;
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}
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}
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export class NavigationPath {
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path;
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/**
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* @param {Array<PointInt2D>} path
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*/
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constructor(path = [])
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{
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this.path = path;
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}
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};
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export class PathFinder
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{
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export class PathFinder {
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/**
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* @type Array<PathFinderNode>
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*/
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_openSet = new Array();
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_closedSet = new Array();
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_goal = new PointInt2D();
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_start = new PointInt2D();
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/**
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*
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* @param {PointInt2D} start
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* @param {PointInt2D} goal
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*
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* @param {PointInt2D} start
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* @param {PointInt2D} goal
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*/
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search(start, goal)
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{
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this._openSet.push(new PathFinderNode(start, 0));
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search(start, goal) {
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start.divideBy(BC_TERRAIN_SETTINGS.totalSize);
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start.multiplyBy(BC_TERRAIN_SETTINGS.totalSize);
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this._start = start;
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goal.divideBy(BC_TERRAIN_SETTINGS.totalSize);
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goal.multiplyBy(BC_TERRAIN_SETTINGS.totalSize);
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this._goal = goal;
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this._openSet.push(new PathFinderNode(this._start, 0, this._heuristic(this._start, 0)));
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//code
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/**
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* @type PathFinderNode
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*/
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let currentNode;
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// /**
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// * @type Map<String, Number>
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// */
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// let gScores = new Map();
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// /**
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// * @type Map<String, Number>
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// */
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// let fScores = new Map();
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let currentNode = new PathFinderNode(new PointInt2D(), 0);
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/**
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* @type Map<String, Number>
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* @type Map<String, PathFinderNode>
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*/
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let gScores = new Map();
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/**
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* @type Map<String, Number>
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*/
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let fScores = new Map();
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let cameFrom = new Map();
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let minFScoreNodeIndex = 0;
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//START LOOP WOOOOAAAW
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// console.log(goal);
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while (this._openSet.length > 0) {
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//find node with min f score
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//better to rewrite it to priority queue
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for (let i = 0; i < this._openSet.length; i++) {
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if(this._openSet[i] < this._openSet[minFScoreNodeIndex])
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minFScoreNodeIndex = i;
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if(!this._openSet[i]){
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return undefined;
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}
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if (this._openSet[i].fScore < this._openSet[minFScoreNodeIndex].fScore) minFScoreNodeIndex = i;
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}
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//wow! node is found and set!!
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currentNode = this._openSet[minFScoreNodeIndex];
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if(PointInt2D.isEqual(currentNode.position, goal))
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{
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if (PointInt2D.isEqual(currentNode.position, this._goal)) {
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//wow!!! we have found an end of the path!!! this is so cool!!!
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return 1111; //return something weird stuff
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// console.log(cameFrom);
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return new NavigationPath(this._reconstructPath(cameFrom, currentNode)); //return something weird stuff
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}
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//and now we must delete this node... what a sad situation...
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@ -75,21 +110,131 @@ export class PathFinder
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this._closedSet.push(currentNode);
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/**
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* @type TerrainTile
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* @type Array<PathFinderNode>
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*/
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let neighbors = this._getNeighbors(currentNode.position);
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return neighbors;
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let currentNeighbors = this._getNeighbors(currentNode.position);
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if(!currentNeighbors) return undefined;
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// console.log(currentNeighbors);
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for (const neighbor of currentNeighbors) {
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this._closedSet.push(neighbor);
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let tentativeGScore = currentNode.gScore + this._manhattanDistance(currentNode.position, neighbor.position);
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if (tentativeGScore < neighbor.gScore) {
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// console.log(neighbor.id, currentNode.id);
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cameFrom.set(neighbor.id, currentNode);
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neighbor.gScore = tentativeGScore;
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neighbor.fScore = tentativeGScore + this._heuristic(neighbor.position, neighbor.dScore);
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let neighborFoundInOpenSet = false;
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for (const node of this._openSet) {
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if (node.id === neighbor.id) {
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neighborFoundInOpenSet = true;
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break;
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}
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}
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if (!neighborFoundInOpenSet) this._openSet.push(neighbor);
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}
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}
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}
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return undefined;
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}
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/**
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*
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* @param {PointInt2D} root
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*
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* @param {Map<String, PathFinderNode>} cameFrom
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* @param {PathFinderNode} current
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*/
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_getNeighbors(root)
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{
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let neighborNorth = getTileAt(root.getX(), root.getY() - BC_TERRAIN_SETTINGS.tileSize*BC_TERRAIN_SETTINGS.scale, ChunkStorageTypes.TYPE_TERRAIN);
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return neighborNorth;
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//TODO
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_reconstructPath(cameFrom, current) {
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// console.log(cameFrom);
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let totalPath = [current.position];
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let keys = [...cameFrom.keys()];
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while (keys.includes(current.id)) {
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current = cameFrom.get(current.id);
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totalPath.push(current.position);
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}
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return totalPath.reverse();
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}
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};
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/**
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*
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* @param {PointInt2D} root
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*/
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_getNeighbors(root) {
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/**
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* @type Array<PathFinderNode>
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*/
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let neighbors = new Array();
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/**
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* @type SceneObject
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||||
*/
|
||||
let currentTile = getTileAt(root.getX(), root.getY() + BC_TERRAIN_SETTINGS.totalSize, ChunkStorageTypes.TYPE_TERRAIN);
|
||||
if(!currentTile) return undefined;
|
||||
// currentTile.drawObject.tint = 0xff0000;
|
||||
let node = new PathFinderNode(new PointInt2D(currentTile.worldPosition.getX(), currentTile.worldPosition.getY()), 1e16, 1e16, currentTile.props.navigationCost);
|
||||
//north
|
||||
if (!this._existsInClosedSet(node)) {
|
||||
neighbors.push(node);
|
||||
}
|
||||
//south
|
||||
currentTile = getTileAt(root.getX(), root.getY() - BC_TERRAIN_SETTINGS.totalSize, ChunkStorageTypes.TYPE_TERRAIN);
|
||||
if(!currentTile) return undefined;
|
||||
// currentTile.drawObject.tint = 0xff0000;
|
||||
node = new PathFinderNode(new PointInt2D(currentTile.worldPosition.getX(), currentTile.worldPosition.getY()), 1e16, 1e16, currentTile.props.navigationCost);
|
||||
if (!this._existsInClosedSet(node)) {
|
||||
neighbors.push(node);
|
||||
}
|
||||
//east
|
||||
currentTile = getTileAt(root.getX() + BC_TERRAIN_SETTINGS.totalSize, root.getY(), ChunkStorageTypes.TYPE_TERRAIN);
|
||||
if(!currentTile) return undefined;
|
||||
// currentTile.drawObject.tint = 0xff0000;
|
||||
node = new PathFinderNode(new PointInt2D(currentTile.worldPosition.getX(), currentTile.worldPosition.getY()), 1e16, 1e16, currentTile.props.navigationCost);
|
||||
if (!this._existsInClosedSet(node)) {
|
||||
neighbors.push(node);
|
||||
}
|
||||
//west
|
||||
currentTile = getTileAt(root.getX() - BC_TERRAIN_SETTINGS.totalSize, root.getY(), ChunkStorageTypes.TYPE_TERRAIN);
|
||||
if(!currentTile) return undefined;
|
||||
// currentTile.drawObject.tint = 0xff0000;
|
||||
node = new PathFinderNode(new PointInt2D(currentTile.worldPosition.getX(), currentTile.worldPosition.getY()), 1e16, 1e16, currentTile.props.navigationCost);
|
||||
if (!this._existsInClosedSet(node)) {
|
||||
neighbors.push(node);
|
||||
}
|
||||
|
||||
return neighbors;
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* @param {PointInt2D} start
|
||||
* @param {PointInt2D} goal
|
||||
* @returns
|
||||
*/
|
||||
_manhattanDistance(start, goal) {
|
||||
return Math.abs(start.getX() - goal.getX()) + Math.abs(start.getY() - goal.getY());
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* @param {PointInt2D} current
|
||||
* @param {Number} d
|
||||
*/
|
||||
_heuristic(current, d) {
|
||||
let x1 = current.getX() - this._goal.getX();
|
||||
let y1 = current.getY() - this._goal.getY();
|
||||
let x2 = this._start.getX() - this._goal.getX();
|
||||
let y2 = this._start.getY() - this._goal.getY();
|
||||
let cross = Math.abs(x1*y2 - x2*y1);
|
||||
return this._manhattanDistance(current, this._goal) * d + cross*0.001;
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* @param {PathFinderNode} node
|
||||
*/
|
||||
_existsInClosedSet(node) {
|
||||
for (const i of this._closedSet) {
|
||||
if (i.id === node.id) return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
@ -150,7 +150,7 @@ let noise = new Noise(Math.floor(PRNG() * 188822321));
|
||||
let noiseErosion = new Noise(Math.floor(PRNG() * 327749029));
|
||||
let noiseBiomes = new Noise(Math.floor(PRNG() * 927472011));
|
||||
|
||||
let terrainCue = new NumberCue([0, 1, 2, 3, 3], [0.0, 0.45, 0.5, 0.9, 1.0]);
|
||||
let terrainCue = new NumberCue([0, 1, 2, 3, 3], [0.0, 0.2, 0.25, 0.9, 1.0]);
|
||||
let terrainTintCue = new NumberCue([0.9, 1, 1, 0.95, 0.9, 1, 0.93, 1], [0.0, 0.45, 0.45, 0.5, 0.5, 0.9, 0.9, 1.0]);
|
||||
|
||||
/**
|
||||
@ -223,8 +223,8 @@ export function fillWorldGenChunk(chunk, x, y) {
|
||||
export function createFirstWorldChunks() {
|
||||
let w = BC_CHUNKS_SETTINGS.width * BC_TERRAIN_SETTINGS.tileSize * BC_TERRAIN_SETTINGS.scale;
|
||||
let h = BC_CHUNKS_SETTINGS.height * BC_TERRAIN_SETTINGS.tileSize * BC_TERRAIN_SETTINGS.scale;
|
||||
for (let i = -1; i < 2; i++) {
|
||||
for (let j = -1; j < 2; j++) {
|
||||
for (let i = -2; i < 3; i++) {
|
||||
for (let j = -2; j < 3; j++) {
|
||||
let chunkXCeiled = Math.floor((BC_CAMERA.position.x + w * i) / w);
|
||||
let chunkYCeiled = Math.floor((BC_CAMERA.position.y + h * j) / h);
|
||||
let chunkId = chunkXCeiled + "_" + chunkYCeiled;
|
||||
|
@ -109,6 +109,7 @@ export function search() {
|
||||
let neighbors = current.neighbors;
|
||||
|
||||
for (let i = 0; i < neighbors.length; i++) {
|
||||
// console.log(neighbors.length);
|
||||
let neighbor = neighbors[i];
|
||||
|
||||
if (!closedSet.includes(neighbor)) {
|
||||
|
Loading…
x
Reference in New Issue
Block a user