Hi,
danke, doch das möchte ich erstmal selbst probieren.
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Nur scheitere ich daran und ich finde absolut keinen Fehler. Wer Lust hat, kann mal schauen, ob er einen Fehler findet.
Noch ein paar Bemerkungen, die für das Verständnis beitragen:
map->map ist das Spielfeld-Array, das für die Ausgabe ausgewertet wird (Futter: -1, leere Felder: 0, Schlangen >= 1)
map->map_a_star ist das Spielfeld nur eben am Ende aufbereitet mit dem A*-Algorithmus
Die Variablen- und Funktionsbezeichnungen sind selbsterklärend, denke ich.
Ich rufe den Algorithmus so auf:
Code:
a_star(game_map, food1, pc1_snake, pc1_snake->head_x, pc1_snake->head_y)
Das Problem momentan ist, dass
Code:
while (is_empty_field_around(map, food, snake->head_x, snake->head_y))
zu einer Endlosschleife führt und ich finde keinen Fehler.
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Optimiert habe ich noch nichts, ich weiß selbst, dass das sicher nicht sehr performant ist. ^^
Code:
bool is_food_field(cl_map* map, int x, int y)
{
return map->map[x][y] == -1;
}
// check if there is a zero-filled field around the snake's head
bool is_empty_field_around(cl_map* map, cl_food* food, int x, int y)
{
// left
if ((x > 0) && (map->map_a_star[x - 1][y] == 0) && (! is_food_field(map, x - 1, y)))
return true;
// right
if ((x < map->field_width) && (map->map_a_star[x + 1][y] == 0) && (! is_food_field(map, x + 1, y)))
return true;
// top
if ((y > 0) && (map->map_a_star[x][y - 1] == 0) && (! is_food_field(map, x, y - 1)))
return true;
// bottom
if ((y < map->field_height) && (map->map_a_star[x][y + 1] == 0) && (! is_food_field(map, x, y + 1)))
return true;
return false;
}
// filles the fields around with a defined number if the number is smaller than the existing one
void fill_fields_around(cl_map* map, int x, int y)
{
printf("map_a_star[x][y]: %d\n", map->map_a_star[x][y]);
// left
if ((x > 0) && ((map->map_a_star[x - 1][y] == 0) || (map->map_a_star[x - 1][y] > map->map_a_star[x][y])) && (! is_food_field(map, x - 1, y)))
{
printf("foooooo\n");
map->map_a_star[x - 1][y] = map->map_a_star[x][y] + 1;
}
// right
else if ((x < map->field_width) && ((map->map_a_star[x + 1][y] == 0) || (map->map_a_star[x + 1][y] > map->map_a_star[x][y])) && (! is_food_field(map, x + 1, y)))
map->map_a_star[x + 1][y] = map->map_a_star[x][y] + 1;
// top
else if ((y > 0) && ((map->map_a_star[x][y - 1] == 0) || (map->map_a_star[x][y - 1] > map->map_a_star[x][y])) && (! is_food_field(map, x, y - 1)))
map->map_a_star[x][y - 1] = map->map_a_star[x][y] + 1;
// bottom
else if ((y < map->field_height) && ((map->map_a_star[x][y + 1] == 0) || (map->map_a_star[x][y + 1] > map->map_a_star[x][y])) && (! is_food_field(map, x, y + 1)))
map->map_a_star[x][y + 1] = map->map_a_star[x][y] + 1;
}
// I'm sure, that's not the performantest astar-algorithm, but so I think it's more understandable
char a_star(cl_map* map, cl_food* food, cl_snake* snake, int x, int y)
{
int step_number;
// fill all forbidden array fields with a -1 ans all other fields with zero
for (int i = 0; i < map->field_width; i++)
{
for (int j = 0; j < map->field_height; j++)
{
map->map_a_star[i][j] = (map->map[i][j] > 0) ? -1 : 0;
}
}
// fill all needed fields with the distance to the food
// fill the fields around the food with a 1 if there is no snake
// left field of the food
if ((food->food_x > 0) && (map->map_a_star[food->food_x - 1][food->food_y] == 0))
map->map_a_star[food->food_x - 1][food->food_y] = 1;
// right field of the food
if ((food->food_x < map->field_width) && (map->map_a_star[food->food_x + 1][food->food_y] == 0))
map->map_a_star[food->food_x + 1][food->food_y] = 1;
// top field of the food
if ((food->food_y > 0) && (map->map_a_star[food->food_x][food->food_y - 1] == 0))
map->map_a_star[food->food_x][food->food_y - 1] = 1;
// bottom field of the food
if ((food->food_y < map->field_height) && (map->map_a_star[food->food_x][food->food_y + 1] == 0))
map->map_a_star[food->food_x][food->food_y + 1] = 1;
// fill the rest of the field (exit the loop if all fields around the snake's head are not zero filled)
step_number = 1;
while (is_empty_field_around(map, food, snake->head_x, snake->head_y))
{
// increase all fields around the current one step-by-step
for (int i = 0; i < map->field_width; i++)
{
for (int j = 0; j < map->field_height; j++)
{
if (map->map_a_star[i][j] == step_number)
{
fill_fields_around(map, i, j);
}
}
}
step_number++;
}
...
}
Hoffnungsvoll grüßt
Matze
Edit [22:25]: 1 Bug korrigiert, geht aber immer noch nicht
Edit [22:30]: 1 Bug korrigiert, geht aber immer noch nicht
Edit [22:42]: 1 Bug korrigiert, geht aber immer noch nicht