给我一个使用四叉树优化cocos贪吃蛇大作战食物的碰撞检测的js代码
时间: 2023-08-15 16:08:40 浏览: 172
cocos creator 四叉树碰撞系统Demo
以下是使用四叉树优化碰撞检测的示例代码:
```javascript
// 定义四叉树节点类
class QuadTreeNode {
constructor(x, y, width, height, maxObjects, maxLevels, level) {
this.x = x; // 节点左上角的 x 坐标
this.y = y; // 节点左上角的 y 坐标
this.width = width; // 节点的宽度
this.height = height; // 节点的高度
this.maxObjects = maxObjects; // 节点最多存储的对象数
this.maxLevels = maxLevels; // 四叉树最大深度
this.level = level; // 节点深度
this.objects = []; // 存储在节点中的所有对象
this.nodes = []; // 存储子节点
}
// 分裂节点,将节点分成四个子节点
split() {
const subWidth = this.width / 2;
const subHeight = this.height / 2;
const x = this.x;
const y = this.y;
this.nodes[0] = new QuadTreeNode(x + subWidth, y, subWidth, subHeight, this.maxObjects, this.maxLevels, this.level + 1);
this.nodes[1] = new QuadTreeNode(x, y, subWidth, subHeight, this.maxObjects, this.maxLevels, this.level + 1);
this.nodes[2] = new QuadTreeNode(x, y + subHeight, subWidth, subHeight, this.maxObjects, this.maxLevels, this.level + 1);
this.nodes[3] = new QuadTreeNode(x + subWidth, y + subHeight, subWidth, subHeight, this.maxObjects, this.maxLevels, this.level + 1);
}
// 获取对象所在的子节点
getIndex(rect) {
const verticalMidpoint = this.x + this.width / 2;
const horizontalMidpoint = this.y + this.height / 2;
const topQuadrant = rect.y < horizontalMidpoint && rect.y + rect.height < horizontalMidpoint;
const bottomQuadrant = rect.y > horizontalMidpoint;
let index = -1;
if (rect.x < verticalMidpoint && rect.x + rect.width < verticalMidpoint) {
if (topQuadrant) {
index = 1;
} else if (bottomQuadrant) {
index = 2;
}
} else if (rect.x > verticalMidpoint) {
if (topQuadrant) {
index = 0;
} else if (bottomQuadrant) {
index = 3;
}
}
return index;
}
// 插入对象到四叉树中
insert(rect) {
if (this.nodes.length) {
const index = this.getIndex(rect);
if (index !== -1) {
this.nodes[index].insert(rect);
return;
}
}
this.objects.push(rect);
if (this.objects.length > this.maxObjects && this.level < this.maxLevels) {
if (!this.nodes.length) {
this.split();
}
let i = 0;
while (i < this.objects.length) {
const index = this.getIndex(this.objects[i]);
if (index !== -1) {
this.nodes[index].insert(this.objects.splice(i, 1)[0]);
} else {
i++;
}
}
}
}
// 获取所有与指定对象碰撞的对象
retrieve(rect) {
const index = this.getIndex(rect);
let foundObjects = this.objects;
if (this.nodes.length) {
if (index !== -1) {
foundObjects = foundObjects.concat(this.nodes[index].retrieve(rect));
} else {
for (let i = 0; i < this.nodes.length; i++) {
foundObjects = foundObjects.concat(this.nodes[i].retrieve(rect));
}
}
}
return foundObjects;
}
}
// 定义游戏场景类
class GameScene {
constructor() {
this.snake = null; // 贪吃蛇
this.foods = []; // 食物
this.quadTree = new QuadTreeNode(0, 0, 960, 640, 10, 5, 0); // 四叉树
}
// 初始化游戏场景
init() {
// 创建贪吃蛇和食物
this.snake = new Snake();
for (let i = 0; i < 10; i++) {
const food = new Food();
this.foods.push(food);
this.quadTree.insert(food.rect);
}
}
// 更新游戏场景
update(dt) {
// 移动贪吃蛇
this.snake.move(dt);
// 检测贪吃蛇与食物的碰撞
const snakeRect = this.snake.getRect();
const collidedFoods = this.quadTree.retrieve(snakeRect);
for (let i = 0; i < collidedFoods.length; i++) {
const food = collidedFoods[i];
if (this.snake.checkCollision(food.rect)) {
// 贪吃蛇吃到了食物
this.snake.eat(food);
// 从场景中移除食物
this.foods.splice(this.foods.indexOf(food), 1);
this.quadTree.objects.splice(this.quadTree.objects.indexOf(food.rect), 1);
// 创建新的食物并加入场景
const newFood = new Food();
this.foods.push(newFood);
this.quadTree.insert(newFood.rect);
}
}
}
// 渲染游戏场景
render() {
// 渲染贪吃蛇和食物
this.snake.render();
for (let i = 0; i < this.foods.length; i++) {
this.foods[i].render();
}
}
}
// 定义食物类
class Food {
constructor() {
this.rect = new Rect(Math.floor(Math.random() * 960), Math.floor(Math.random() * 640), 10, 10);
}
render() {
// 渲染食物
}
}
// 定义矩形类
class Rect {
constructor(x, y, width, height) {
this.x = x;
this.y = y;
this.width = width;
this.height = height;
}
}
// 定义贪吃蛇类
class Snake {
constructor() {
this.body = [new Rect(100, 100, 10, 10), new Rect(90, 100, 10, 10), new Rect(80, 100, 10, 10)];
this.direction = 'right';
}
// 移动贪吃蛇
move(dt) {
// 根据方向移动贪吃蛇
}
// 检测贪吃蛇与其他对象的碰撞
checkCollision(rect) {
// 检测贪吃蛇头部是否与指定矩形相交
}
// 贪吃蛇吃到食物
eat(food) {
// 在贪吃蛇尾部添加一个新的矩形
}
// 获取贪吃蛇的矩形
getRect() {
// 返回贪吃蛇头部的矩形
}
render() {
// 渲染贪吃蛇
}
}
// 创建游戏场景对象并初始化
const gameScene = new GameScene();
gameScene.init();
// 游戏循环
function gameLoop(dt) {
// 更新游戏场景
gameScene.update(dt);
// 渲染游戏场景
gameScene.render();
// 继续下一帧循环
requestAnimationFrame(gameLoop);
}
// 开始游戏循环
requestAnimationFrame(gameLoop);
```
以上代码仅为示例,实际使用时需要根据项目需求进行修改。
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