Hi everyone, i'm making a simple iPhone game using cocos2d-iphone. I have an array of fiends, the "fiendSet" which has to navigate around a field full of obstacles. I spent the last three nights trying to get my A* pathfinding to work. I found the actual A* implementation here on stackoverflow and it works brilliantly. However, once i try to move my fiends around i run into trouble.
Each of my fiends has a CGPoint called motionTarget which contains the x and y values for where the fiend has to go. If only set the positions x and y to absolute values once a second, it works, like so:
-(void) updateFiendPositions:(ccTime)dt {
for (MSWFiend *currFiend in fiendSet) {
currFiend.position = ccp(currFiend.motionTarget.x,currFiend.motionTarget.y);
}
}
However, this doesn't look very nice, the fiends just "jump" 20px each second instead of animating nicely. I only implemented this as a placeholder method to verify the pathfinding. Now i want smooth animation. This is what i did:
-(void) updatePositions:(ccTime) dt {
for (MSWFiend *currFiend in fiendSet) {
if (currFiend.motionTarget.x != -1 && currFiend.motionTarget.y != -1) {
float x,y;
if ((int)floor(currFiend.position.x) < (int)floor(currFiend.motionTarget.x)) {
x = currFiend.position.x+(currFiend.speed*dt);
}
if ((int)floor(currFiend.position.x) > (int)floor(currFiend.motionTarget.x)) {
x = currFiend.position.x-(currFiend.speed*dt);
}
if (abs((int)floor(currFiend.position.x)-(int)floor(currFiend.motionTarget.x)) < 2) {
x = currFiend.motionTarget.x;
}
if ((int)floor(currFiend.position.y) < (int)floor(currFiend.motionTarget.y)) {
y = currFiend.position.y+(currFiend.speed*dt);
}
if ((int)floor(currFiend.position.y) > (int)floor(currFiend.motionTarget.y)) {
y = currFiend.position.y-(currFiend.speed*dt);
}
if (abs((int)floor(currFiend.position.y)-(int)floor(currFiend.motionTarget.y)) < 2) {
y = currFiend.motionTarget.y;
}
currFiend.position = ccp(x,y);
}
}
}
This works great for fiends moving in one direction. As soon as a fiend is supposed to go around a bend, trouble starts. Instead of for example first going up, then right, then down; my fiends will combine the up/right motion into one, they are "cutting corners". I only want my fiends to move either north/south OR east/west for each position update, not both. In other words, i don't want to animate changes to x and y simultaneously. I hope this explanation is clear enough..
I'm pretty sure i have a logic error somewhere.. i just havn't been able to figure it out for the last three sleepless nights after work.. Help!