waypoint help
Blitz3D Forums/Blitz3D Programming/waypoint help
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| Hey guys, I need a simple waypoint system to make patrol paths for the enemies in my next project, similar to the one in the fps example provided with Blitz 3d (\samples\si\fps\fps.bb). Only thing is, I don't understand the waypoint code :( Can somebody explain it to me? In case you're to lazy to look it up ;) I pasted the relevant part of the code. Perhaps you can just comment the code so that it is easier to understand? Thanks in advance, Kungfista P.S.: Other waypoint examples are also welcome! ; Gargoyle speed, yaw values Global garg_speed#=0.2,garg_yaw# Global node=2 ; Node gargoyle aims for Dim node_x(10) Dim node_y(10) Dim node_z(10) Dim node_n(10,3) Dim node_v(10) node_x(1)=390 ; x position of first node node_y(1)=160 ; y position of first node node_z(1)=50 ; z position of first node node_n(1,0)=1 ; no of connected nodes node_n(1,1)=2 ; no of the first connected node node_v(1)=1 ; visits to first node by gargoyle node_x(2)=390 ; x position of second node node_y(2)=160 ; y position of second node node_z(2)=190 ; z position of second node node_n(2,0)=2 ; no of connected nodes node_n(2,1)=3 ; no of the first connected node node_n(2,2)=1 ; no of the second connected node node_x(3)=210 ; etc node_y(3)=120 ; etc node_z(3)=190 ; etc node_n(3,0)=2 ; etc node_n(3,1)=4 ; etc node_n(3,2)=2 ; etc ;[...] Function GargPath() PointEntity gargoyle,target_piv dest_garg_yaw=EntityYaw(gargoyle) If dest_garg_yaw-garg_yaw>180 Then garg_yaw=garg_yaw+360 If dest_garg_yaw-garg_yaw<-180 Then garg_yaw=garg_yaw-360 garg_yaw=garg_yaw+((dest_garg_yaw-garg_yaw)/(5/garg_speed)) MoveEntity gargoyle,0,0,garg_speed RotateEntity gargoyle,0,garg_yaw,0 garg_x=EntityX(gargoyle) garg_y=EntityY(gargoyle) garg_z=EntityZ(gargoyle) If garg_x=node_x(node) If garg_y=node_y(node) If garg_z=node_z(node) least=1000000 node_v(node)=(MilliSecs()-old_time)/1000 For i=1 To node_n(node,0) nv=node_v(node_n(node,i)) If nv<least Then least=nv : lnode=i Next node=node_n(node,lnode) PositionEntity target_piv,node_x(node),node_y(node),node_z(node) EndIf EndIf EndIf End Function |
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Hey man. I did this for 2d. dunno if it's any use to you :)
Graphics 800,600
SetBuffer BackBuffer()
Global max_path_points=100
Dim pathx#(max_path_points-1); set up 101 path points
Dim pathy#(max_path_points-1); -1 because arrays start at zero
Global path_counter=-1
Global current_path=0
Global cx#=0
Global cy#=0
Global movement_started=0
While Not KeyHit(1)
Cls
If MouseHit(1) Then
setpath(MouseX(),MouseY()); set path point with the mouses current coords
End If
If KeyHit(57) And movement_started=0 And path_counter>0 Then; if spacebar pressed then move rectangle
current_path=0; reset the current path to 0
cx=pathx(0); set the rectangles coords to the first path point
cy=pathy(0)
movement_started=1; set flag for movement started
End If
If KeyHit(28) Then; if the enter key is pressed then stop movement
movement_started=0; clear flag for movement
cx=pathx(0); set rectangle coords to the first path point
cy=pathy(0)
current_path=-1; set current path to none exsistant
End If
draw_path_points(); function for drawing the pathpoints
If movement_started=1 Then move(); draw the moving rectangle and move it
Color 200,200,200; set drawing color
Rect MouseX()-1,MouseY()-1,2,2; draw mouse location with a rectangle
Text 0,0,"Click mouse to set path point. Press spacebar to start animation. Press enter to stop."
Text 0,10,"movement started="+movement_started
Flip
Wend
End
Function move()
ang#=0
If current_path<path_counter Then; make sure the current path point is less than the highest
ang=ATan2(pathy(current_path+1)-pathy(current_path),pathx(current_path+1)-pathx(current_path))
;/\ basically means find the angle between the current path point and the next one /\
cx=cx+Cos(ang); increase the x coord of the rect following the path points based on the angle
cy=cy+Sin(ang); increase the y coord of the rect following the path points based on the angle
Color 100,200,100; change drawing color
Rect cx-3,cy-3,6,6; draw the rectangle central to it's coords
If Abs(cx-pathx(current_path+1))<1 And Abs(cy-pathy(current_path+1))<1 Then
; /\ if the rects coords are with a 1 pixel distance of the path point then /\
current_path=current_path+1; increase the current path point number
cx=pathx(current_path); set the rectangles coords to that of the next path point
cy=pathy(current_path)
End If
End If
End Function
Function setpath(x,y)
path_counter=path_counter+1; increase counter
If path_counter>max_path_points-1 Then; if counter is higher than the available number of path points then set it back
path_counter=max_path_points-1
Else; else
pathx(path_counter)=x; record the x and y positions
pathy(path_counter)=y
End If
End Function
Function draw_path_points()
For loop=0 To path_counter; loop through all the path points
Color 100,100,200
Rect pathx(loop),pathy(loop),2,2
If loop<path_counter Then; do this loop while the loop value is less than the highest path value
Rect pathx(loop+1)-1,pathy(loop+1)-1,2,2; draw a rectangle at the path point so its central
Color 50,50,150; change drawing color
Line pathx(loop),pathy(loop),pathx(loop+1),pathy(loop+1); draw a line between the current point and the next one
End If
Next
End Function
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| Add the following before the main loop: visible_node=CreateSphere() For a=1 To 10 CopyEntity visible_node() PositionEntity visible_node, node_x(a), node_y(a), node_z(a) Next Now you will see the waypoints as little domes on the walkways. The gargoyle is walking towards the 'target_piv'. 'target_piv' is updated and moved on to the next node based on that nodes coordinates in 3D space. |
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| Woops - with regard to 'CopyEntity visible_node()' - just use CopyEntity visible_node - without the '()' on the end. Also, in the main loop - just under the ';FPS' section, but before the 'Flip' command, add: Text 0,10,"The gargoyle is walking towards node: "+node Now you will know which node the gargoyle is heading to - as well as being able to see them. |
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| To create waypoints you would maybe best write a waypoint recorder. So YOU walk trough the level, in first person perspective, and your way is recorded and then used for the patrols. you can use timebased recording or distancebased recording, it doesn't matter that much. Try something like:
dim wp#(2,100000)
while not keydown(1)
; here would be player controls
if millisecs()>tt
tt=millisecs()+200 ; record a point every 200ms
wp(0,count)=entityx(player)
wp(1,count)=entityy(player)
wp(2,count)=entityz(player)
count=count+1
endif
renderworld()
flip
wend
wr=writefile("waypoint.dta")
for i=0 to count-1
writefloat wr,wp(0,i)
writefloat wr,wp(1,i)
writefloat wr,wp(2,i)
next
closefile wr
and to load the waypoints you would hen have to:
;first check how many waypoint must be reserved
;(maybe this could be done more clever, eg. by filesize/12)
count=0
re=readfile("waypoint.dta")
while eof(re)=0
dummy#=readfloat(re)
dummy#=readfloat(re)
dummy#=readfloat(re)
count=count+1
wend
closefile re
dim wp#(2,count-1)
re=readfile("waypoint.dta")
for i=0 to count-1
wp(0,i)=readfloat(re)
wp(1,i)=readfloat(re)
wp(2,i)=readfloat(re)
next
closefile re
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| Thanks for your help! @puki: Visual waypoints are a good idea, perhaps they give me some hints on how the whole thing works @ross c: Nice little wp system you got there but I think 3d is another story... but your code will definitely be useful for my current 2d project! @jfk: Wow, that's an elegant way to place waypoints - definitely cooler than placing the nasty things manually I really have to take a VERY close look at that gargoyle example... Regards, Kungfista |