思路
1、利用动画编辑器,设置一个路径,多个路径就编辑多个动画
2、用特定的代码对动画进行处理,获取到路径坐标,大佬已经写好代码, 不用自己重复造轮子了(微元法求曲线长度)
获得动画路径的贝塞尔曲线方程
求得每一段贝塞尔曲线的长度
每隔一小段打一个点
最终生成一个路径
3、编写寻路脚本,挂载到物体上,让沿着路径移动
动画编辑
脚本挂载
// gen_map_path.js 动画路径转换坐标的代码 已经升级到2.x
cc.Class({
extends: cc.Component,
properties: {
// foo: {
// default: null, // The default value will be used only when the component attaching
// to a node for the first time
// url: cc.Texture2D, // optional, default is typeof default
// serializable: true, // optional, default is true
// visible: true, // optional, default is true
// displayName: 'Foo', // optional
// readonly: false, // optional, default is false
// },
// ...
is_debug: false,
},
// use this for initialization
onLoad: function() {
this.anim_com = this.node.getComponent(cc.Animation);
var clips = this.anim_com.getClips();
var clip = clips[0];
var newNode = new cc.Node();
this.new_draw_node = newNode.getComponent(cc.Graphics);
if (!this.new_draw_node) {
this.new_draw_node = this.node.addComponent(cc.Graphics);
}
this.node.addChild(newNode);
// this.draw_node = new cc.DrawNode();
// this.node._sgNode.addChild(this.draw_node);
var paths = clip.curveData.paths;
// console.log(paths);
this.road_data_set = [];
var k;
for (k in paths) {
var road_data = paths[k].props.position;
this.gen_path_data(road_data);
}
},
start: function() {
/*
// test()
var actor = cc.find("UI_ROOT/map_root/ememy_gorilla").getComponent("actor");
// actor.gen_at_road(this.road_data_set[0]);
actor = cc.find("UI_ROOT/map_root/ememy_small2").getComponent("actor");
// actor.gen_at_road(this.road_data_set[1]);
actor = cc.find("UI_ROOT/map_root/ememy_small3").getComponent("actor");
actor.gen_at_road(this.road_data_set[2]);
*/
// end
},
get_road_set: function() {
return this.road_data_set;
},
gen_path_data: function(road_data) {
var ctrl1 = null;
var start_point = null;
var end_point = null;
var ctrl2 = null;
var road_curve_path = []; // [start_point, ctrl1, ctrl2, end_point],
for (var i = 0; i < road_data.length; i++) {
var key_frame = road_data[i];
if (ctrl1 !== null) {
road_curve_path.push([start_point, ctrl1, ctrl1, cc.p(key_frame.value[0], key_frame.value[1])]);
}
start_point = cc.p(key_frame.value[0], key_frame.value[1]);
for (var j = 0; j < key_frame.motionPath.length; j++) {
var end_point = cc.p(key_frame.motionPath[j][0], key_frame.motionPath[j][1]);
ctrl2 = cc.p(key_frame.motionPath[j][2], key_frame.motionPath[j][3]);
if (ctrl1 === null) {
ctrl1 = ctrl2;
}
// 贝塞尔曲线 start_point, ctrl1, ctrl2, end_point,
road_curve_path.push([start_point, ctrl1, ctrl2, end_point]);
ctrl1 = cc.p(key_frame.motionPath[j][4], key_frame.motionPath[j][5]);
start_point = end_point;
}
}
console.log(road_curve_path);
var one_road = [road_curve_path[0][0]];
for (var index = 0; index < road_curve_path.length; index++) {
start_point = road_curve_path[index][0];
ctrl1 = road_curve_path[index][1];
ctrl2 = road_curve_path[index][2];
end_point = road_curve_path[index][3];
var len = this.bezier_length(start_point, ctrl1, ctrl2, end_point);
var OFFSET = 16;
var count = len / OFFSET;
count = Math.floor(count);
var t_delta = 1 / count;
var t = t_delta;
for (var i = 0; i < count; i++) {
var x = start_point.x * (1 - t) * (1 - t) * (1 - t) + 3 * ctrl1.x * t * (1 - t) * (1 - t) + 3 * ctrl2.x * t * t * (1 - t) + end_point.x * t * t * t;
var y = start_point.y * (1 - t) * (1 - t) * (1 - t) + 3 * ctrl1.y * t * (1 - t) * (1 - t) + 3 * ctrl2.y * t * t * (1 - t) + end_point.y * t * t * t;
one_road.push(cc.p(x, y));
t += t_delta;
}
}
console.log(one_road);
if (this.is_debug) {
this.new_draw_node.clear(); // 清除以前的
for (var i = 0; i < one_road.length; i++) {
this.new_draw_node.moveTo(one_road[i].x, one_road[i].y);
this.new_draw_node.lineTo(one_road[i].x + 1, one_road[i].y + 1);
this.new_draw_node.stroke();
// this.draw_node.drawSegment(one_road[i],
// cc.p(one_road[i].x + 1, one_road[i].y + 1),
// 1, cc.color(255, 0, 0, 255));
}
}
this.road_data_set.push(one_road);
},
bezier_length: function(start_point, ctrl1, ctrl2, end_point) {
// t [0, 1] t 分成20等分 1 / 20 = 0.05
var prev_point = start_point;
var length = 0;
var t = 0.05;
for (var i = 0; i < 20; i++) {
var x = start_point.x * (1 - t) * (1 - t) * (1 - t) + 3 * ctrl1.x * t * (1 - t) * (1 - t) + 3 * ctrl2.x * t * t * (1 - t) + end_point.x * t * t * t;
var y = start_point.y * (1 - t) * (1 - t) * (1 - t) + 3 * ctrl1.y * t * (1 - t) * (1 - t) + 3 * ctrl2.y * t * t * (1 - t) + end_point.y * t * t * t;
var now_point = cc.p(x, y);
var dir = now_point.sub(prev_point);
prev_point = now_point;
length += dir.mag();
t += 0.05;
}
return length;
}
// called every frame, uncomment this function to activate update callback
// update: function (dt) {
// },
});
// actor.js 角色沿路径行走代码
var gen_map_path = require("gen_map_path");
var State = {
Idle: 0,
Walk: 1,
Attack: 2,
Dead: 3,
};
cc.Class({
extends: cc.Component,
properties: {
// foo: {
// default: null, // The default value will be used only when the component attaching
// to a node for the first time
// url: cc.Texture2D, // optional, default is typeof default
// serializable: true, // optional, default is true
// visible: true, // optional, default is true
// displayName: 'Foo', // optional
// readonly: false, // optional, default is false
// },
// ...
map: {
type: gen_map_path,
default: null,
},
speed: 100,
},
// use this for initialization
onLoad: function() {
},
start: function() {
var road_set = this.map.get_road_set();
this.cur_road = road_set[0];
if (this.cur_road < 2) {
return;
}
this.state = State.Idle;
var pos = this.cur_road[0];
this.node.setPosition(pos);
this.walk_to_next = 1;
this.start_walk();
},
start_walk: function() {
if (this.walk_to_next >= this.cur_road.length) {
// 攻击逻辑
this.state = State.Attack;
//
return;
}
var src = this.node.getPosition();
var dst = this.cur_road[this.walk_to_next];
var dir = dst.sub(src);
var len = dir.mag();
this.vx = this.speed * dir.x / len;
this.vy = this.speed * dir.y / len;
this.walk_total_time = len / this.speed;
this.walked_time = 0;
this.state = State.Walk;
},
walk_update: function(dt) {
if (this.state != State.Walk) {
return;
}
this.walked_time += dt;
if (this.walked_time > this.walk_total_time) {
dt -= (this.walked_time - this.walk_total_time);
}
var sx = this.vx * dt;
var sy = this.vy * dt;
this.node.x += sx;
this.node.y += sy;
if (this.walked_time >= this.walk_total_time) {
this.walk_to_next++;
this.start_walk();
}
},
// called every frame, uncomment this function to activate update callback
update: function(dt) {
if (this.state == State.Walk) {
this.walk_update(dt);
}
},