我已经为此工作了好几天,却一无所获。我们进行了简单的模拟,其中有两种生物:狐狸和燕尾服。 Tux会随机移动,我应该实现一种方法,以便Fox跟踪最接近的Tux。我发布了生物类而不是Tux,因为他没有覆盖Creature的move()方法。目前只有福克斯。

我对Fox的move方法中的代码的推理:创建最接近的Tux的ArrayList(如果它们的距离小于10)。对列表进行排序,然后将距离最小的Tux放入Creature对象中。获取该生物对象的角度,并根据该角度移动Fox。到目前为止,什么都没有发生。狐狸的全部都进入房间的底部,朝南,永不动弹。

注意:使用的距离方法基于毕达哥拉斯。该代码对于该解决方案而言是微不足道的。只是知道,例如,“ this.distance(c)”返回这两个对象之间的距离。

狐狸类:

import env3d.EnvObject;
import java.util.ArrayList;
import java.util.Collections;

public class Fox extends Creature
{
    private double rand = 0;
    private double randangle = 0;
    private int frame = 0;
    private double angle = 0;

    private ArrayList<Creature> neighbours;

    public Fox(double x, double y, double z)
    {
        super(x, y, z);

        // Must use the mutator as the fields have private access
        // in the parent class
        setTexture("models/fox/fox.png");
        setModel("models/fox/fox.obj");

        neighbours = new ArrayList<Creature>();
    }

    public void move(ArrayList<Creature> creatures, ArrayList<Creature> dead_creatures)
    {
        // Move the object based on it's closest neighbour
        for (Creature c : creatures) {
            // Creates a list of closest Tux
            ArrayList<Creature> neighbours = new ArrayList<Creature>();
            if (this.distance(c) < 4 && c instanceof Tux) {
                neighbours.add(c);
            }

            // sorting algortihm
            if (neighbours.size() > 0) {
                Creature minc = neighbours.get(0);
                for (int i = 1; i < neighbours.size(); i++) {
                    if (this.distance(neighbours.get(i)) < this.distance(minc) ) {
                        minc = neighbours.get(i);
                    }
                    // angle that Fox should go to catch Tux
                    angle = Math.toDegrees(Math.atan2(this.getZ()-minc.getZ(),this.getX()-minc.getX()))+90;
                }
            }

            // Move Fox based on it's closest neighbour's angle
            setX(getX()+(Math.sin(Math.toRadians(angle))));
            setZ(getZ()+(Math.cos(Math.toRadians(angle))));
        }

        // Makes sure object stays in the dimensions of the room
        if (getX() < getScale()) setX(getScale());
        if (getX() > 50-getScale()) setX(50 - getScale());
        if (getZ() < getScale()) setZ(getScale());
        if (getZ() > 50-getScale()) setZ(50 - getScale());

        // The move method now handles collision detection
        for (Creature c : creatures) {
            if (c.distance(this) < c.getScale()+this.getScale() && c instanceof Tux) {
                dead_creatures.add(c);
            }
        }
    }
}


晚礼服类:

import env3d.EnvObject;
import java.util.ArrayList;

abstract public class Creature extends EnvObject
{
    private double rand = 0;
    private double randangle = 0;
    private int frame = 0;
    /**
     * Constructor for objects of class Creature
     */
    public Creature(double x, double y, double z)
    {
        setX(x);
        setY(y);
        setZ(z);
        setScale(1);

    }

    protected void generateRand()
    {
        rand = Math.random();
    }

    protected void generateRandAngle()
    {
        randangle = Math.random()*120;
    }

    public void move(ArrayList<Creature> creatures, ArrayList<Creature> dead_creatures)
    {
        if (frame == 10) {
            generateRand();
            generateRandAngle();
            if (rand < 0.5){
                setRotateY(getRotateY()-randangle);
            } else if (rand < 1) {
                setRotateY(getRotateY()+randangle);
            }
            frame = 0;
        }

        setX(getX()+(Math.sin(Math.toRadians(getRotateY()))*0.2));
        setZ(getZ()+(Math.cos(Math.toRadians(getRotateY()))*0.2));

        if (getX() < getScale()) setX(getScale());
        if (getX() > 50-getScale()) setX(50 - getScale());
        if (getZ() < getScale()) setZ(getScale());
        if (getZ() > 50-getScale()) setZ(50 - getScale());

        // The move method now handles collision detection
        if (this instanceof Fox) {
            for (Creature c : creatures) {
                if (c.distance(this) < c.getScale()+this.getScale() && c instanceof Tux) {
                    dead_creatures.add(c);
                }
            }
        }

        frame++;
    }
}


游戏类别:

import env3d.Env;
import java.util.ArrayList;
import env3d.EnvApplet;

/**
 * A predator and prey simulation.  Fox is the predator and Tux is the prey.
 */
public class Game extends EnvApplet
{
    private Env env;
    private boolean finished;
    private boolean move;

    private ArrayList<Creature> creatures;

    /**
     * Constructor for the Game class. It sets up the foxes and tuxes.
     */
    public Game()
    {
        // we use a separate ArrayList to keep track of each animal.
        // our room is 50 x 50.
        creatures = new ArrayList<Creature>();
        for (int i = 0; i < 55; i++) {
            if (i < 5) {
                creatures.add(new Fox((int)(Math.random()*48)+1, 1, (int)(Math.random()*48)+1));
            } else {
                creatures.add(new Tux((int)(Math.random()*48)+1, 1, (int)(Math.random()*48)+1));
            }
        }
    }

    /**
     * Play the game
     */
    public void play()
    {

        finished = false;

        // Create the new environment.  Must be done in the same
        // method as the game loop
        env = new Env();

        // Make the room 50 x 50.
        env.setRoom(new Room());

        // Add all the animals into to the environment for display
        for (Creature c : creatures) {
            env.addObject(c);
        }

        // Sets up the camera
        env.setCameraXYZ(25, 50, 55);
        env.setCameraPitch(-63);

        // Turn off the default controls
        env.setDefaultControl(false);

        // A list to keep track of dead tuxes.
        ArrayList<Creature> dead_creatures = new ArrayList<Creature>();

        // The main game loop
        while (!finished) {

            if (env.getKey() == 1)  {
                finished = true;
             }

            // Move each fox and tux.
            for (Creature c : creatures) {
                c.move(creatures, dead_creatures);
            }

            // Clean up of the dead tuxes.
            for (Creature c : dead_creatures) {
                env.removeObject(c);
                creatures.remove(c);
            }
            // we clear the ArrayList for the next loop.  We could create a new one
            // every loop but that would be very inefficient.
            dead_creatures.clear();

            // Update display
            env.advanceOneFrame();
        }

        // Just a little clean up
        env.exit();
    }


    /**
     * Main method to launch the program.
     */
    public static void main(String args[]) {
        (new Game()).play();
    }
}

最佳答案

if (this.distance(c) < 4 && c instanceof Tux) {
        neighbours.add(c);
    }


结合


  无尾礼服(如果他们的距离小于10)


从您的介绍中...首先,两个人说的不一样。其次,出于调试目的,为什么还要关心距离?

creatures.add(new Fox((int)(Math.random()*48)+1, 1, (int)(Math.random()*48)+1));

creatures.add(new Tux((int)(Math.random()*48)+1, 1, (int)(Math.random()*48)+1));


通常,调试时我通常会尽量避免使用Math.random。无尾礼服有可能在任何狐狸的4个单位距离内产卵。这将导致它们遵循默认路径。

尝试手动将Fox和Tux彼此相邻放置-如果可行,该算法是好的。



creatures.add(new Fox(5, 1, 5);

creatures.add(new Tux(5, 1, 4);


另外,在里面添加一个断点

if (neighbours.size() > 0) {
        Creature minc = neighbours.get(0); // Breakpoint here


会告诉您是否正在检测任何晚礼服。

09-26 09:32