Browse Source

Create Whiskers_agents_tilemap.c

Rudy Boudewijn van Etten 4 years ago
parent
commit
9013b8ea45
1 changed files with 211 additions and 0 deletions
  1. 211 0
      ai/Whiskers_agents_tilemap.c

+ 211 - 0
ai/Whiskers_agents_tilemap.c

@@ -0,0 +1,211 @@
+//
+// I was following a tutorial but was not able to grasp how it worked. This example was ment to
+// have racing cars following the track.
+
+// Here I created a moving object that remembers it's last direction and chooses to continue in that
+// direction. Else it chooses a random direction based on what it's whispers tell is blocked or open.
+//
+
+
+#include "raylib.h"
+#include <math.h>
+
+#define MAX_CARS 100
+#define MAX_WHISKERS 8
+
+   
+int myMap[10][11] =  {  {1,1,1,1,1,1,1,1,1,1,1},
+                        {1,0,0,0,0,0,0,0,0,0,1},
+                        {1,0,1,1,1,1,1,1,1,0,1},
+                        {1,0,1,1,1,1,1,0,0,0,1},
+                        {1,0,1,0,0,0,1,0,1,1,1},
+                        {1,0,1,0,1,0,1,0,0,0,1},
+                        {1,0,1,0,1,0,1,1,1,0,1},
+                        {1,0,1,0,1,0,1,1,1,0,1},
+                        {1,0,0,0,1,0,0,0,0,0,1},
+                        {1,1,1,1,1,1,1,1,1,1,1}
+                    };  
+int mapWidth = 11;
+int mapHeight = 10;
+float tileWidth;
+float tileHeight;
+
+typedef struct car{
+    float x;
+    float y;
+    float r;
+    int last;
+    float angle;
+    float destAngle;
+    Vector2 chosenDir;
+    float velocity;
+    float acceleration;
+    bool interest[8];
+    bool danger[8]  ;
+}car;
+
+static struct car arr_car[MAX_CARS];
+
+//Unit collide with solid blocks true/false
+bool pointtilecollide(int x, int y, int offsetx,int offsety);
+// Our rectsoverlap function. Returns true/false.
+static bool rectsoverlap(int x1,int y1,int w1,int h1,int x2,int y2,int w2,int h2);
+void drawwhiskers(int car);
+                        
+int main(void)
+{
+    // Initialization
+    //--------------------------------------------------------------------------------------
+    const int screenWidth = 800;
+    const int screenHeight = 600;
+    tileWidth = ceil((float)(float)screenWidth/(float)mapWidth);
+    tileHeight = ceil((float)screenHeight/(float)mapHeight);
+
+    InitWindow(screenWidth, screenHeight, "raylib example.");
+ 
+    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
+    //--------------------------------------------------------------------------------------
+
+    for(int i=0;i<MAX_CARS;i++){
+//    arr_car[0].x = 100.0f;
+//    arr_car[0].y = 100.0f;
+//    arr_car[0].r = tileWidth/8;
+//    arr_car[0].angle = 0.0f;
+        arr_car[i].x = 100.0f+GetRandomValue(0,10);
+        arr_car[i].y = 100.0f;
+        arr_car[i].r = tileWidth/8;
+        arr_car[i].angle = 0.0f;
+        arr_car[i].last = GetRandomValue(0,MAX_WHISKERS);
+
+    }
+
+    // Main game loop
+    while (!WindowShouldClose())    // Detect window close button or ESC key
+    {
+        // Update
+        //----------------------------------------------------------------------------------
+
+        for(int i=0;i<MAX_CARS;i++){
+            // update interest array
+            float angle = 0;
+            float angleStep = (PI*2.0f)/MAX_WHISKERS;
+            for(int j=0;j<MAX_WHISKERS;j++){
+                arr_car[i].interest[j]=0;
+                float x=arr_car[i].x;
+                float y=arr_car[i].y;
+                for(int dist=10;dist<32;dist++){
+                    if(pointtilecollide(x+cos(angle)*dist,y+sin(angle)*dist,0,0)){
+                        arr_car[i].interest[j]=1;
+                    }
+                }
+                angle+=angleStep;
+            }
+
+            bool chosen=false;
+            while(chosen==false){
+                int num=0;
+                // can we go the same direction?
+                if(arr_car[i].interest[arr_car[i].last]==1){                
+                    num=GetRandomValue(0,MAX_WHISKERS);
+                }else{
+                    num = arr_car[i].last;
+                }
+                if(arr_car[i].interest[num]==0){
+                    if(pointtilecollide(arr_car[i].x,arr_car[i].y,cos(num*angleStep)*3,sin(num*angleStep)*3)==false){
+                        arr_car[i].x += cos(num*angleStep)*3;
+                        arr_car[i].y += sin(num*angleStep)*3;
+                        arr_car[i].last = num;
+                        chosen=true;
+                    }else{
+                        chosen=true;
+                        arr_car[i].last=GetRandomValue(0,MAX_WHISKERS);
+                    }
+                }
+            }
+            
+        }
+        
+        //----------------------------------------------------------------------------------
+        // Draw
+        //----------------------------------------------------------------------------------
+        BeginDrawing();
+
+            ClearBackground(RAYWHITE);
+            
+            // Draw map
+            for (int y = 0; y< mapHeight ; y++)
+            {
+                for (int x = 0; x< mapWidth ; x++)
+                {
+                    if (myMap[y][x] == 1)
+                    {
+                        DrawRectangle(x*tileWidth,y*tileHeight,tileWidth,tileHeight,BLUE);
+                    }
+                }
+            }
+            
+            // draw car(s)
+            for(int i=0;i<MAX_CARS;i++){
+                DrawCircle(arr_car[i].x,arr_car[i].y,arr_car[i].r,RED);
+                drawwhiskers(i);
+            }
+                
+
+        EndDrawing();
+        //----------------------------------------------------------------------------------
+    }
+
+    // De-Initialization
+    //--------------------------------------------------------------------------------------
+    CloseWindow();        // Close window and OpenGL context
+    //--------------------------------------------------------------------------------------
+
+    return 0;
+
+
+}
+
+
+void drawwhiskers(int car){
+    
+    float angle = 0;
+    float angleStep = (PI*2.0f)/MAX_WHISKERS;
+    for(int i=0;i<MAX_WHISKERS;i++){
+        float x = arr_car[car].x;
+        float y = arr_car[car].y;
+        if(arr_car[car].interest[i]==0){            
+            DrawLine(x,y,x+cos(angle)*32,y+sin(angle)*32,GREEN);
+            }
+            else
+            {
+            DrawLine(x,y,x+cos(angle)*32,y+sin(angle)*32,RED);
+        }
+        angle+=angleStep;
+    }
+}
+
+//Unit collide with solid blocks true/false
+bool pointtilecollide(int x, int y, int offsetx,int offsety){
+    int cx = (x+offsetx)/tileWidth;
+    int cy = (y+offsety)/tileHeight;
+    for(int y2=cy-1; y2<cy+2;y2++){//Note that the - and + are to be set differently with differently sized players
+    for(int x2=cx-1; x2<cx+2;x2++){
+        if(x2>=0 && x2<mapWidth && y2>=0 && y2<mapHeight){
+            if(myMap[y2][x2] == 1){
+                int x3 = (x2)*tileWidth;
+                int y3 = (y2)*tileHeight;
+                if(rectsoverlap(x+offsetx,y+offsety,1,1,x3,y3,tileWidth,tileHeight)){
+                    return true;
+                }
+            }
+        }
+    }}
+    return false;
+}
+
+// Rectangles overlap
+bool rectsoverlap(int x1,int y1,int w1,int h1,int x2,int y2,int w2,int h2){
+    if(x1 >= (x2 + w2) || (x1 + w1) <= x2) return false;
+    if(y1 >= (y2 + h2) || (y1 + h1) <= y2) return false;
+    return true;
+}