B站影片:【Creator3】好玩的編隊程式碼 魔性排列停不下來 附源碼及出處
- 2021 年 10 月 10 日
- 筆記
- CocosCreator, 遊戲開發
這次帶來一個有趣的編隊程式碼,簡單的演算法得到令人驚嘆的編隊隊形,嘆為觀止,前幾天刷影片的時候看到一個有趣的展示,來自youtube大神:Tarodev的隊形計算展示《 Fun with Formations – Game Dev Adventure》
他的是Unity實現的,我用最新發布的Creator 3.3版本製作了一個,影片如下:
參考資料://www.youtube.com/watch?v=NEFxWkTRVCc
開發工具 CocosCreator 3.3.0
BGM: Jazzy Frenchy form bensound
Creator3以後的引擎,對於3D方面的計算基本上和Unity很像了,轉譯C#程式碼並不難,原版程式碼在這裡:GitHub – Matthew-J-Spencer/Formations: Some simple scripts to create formations in Unity
CocosCreator中的關鍵程式碼如下:
/** 編隊的基類 */ import { _decorator, Component, Node, Vec3, v3 } from 'cc'; const { ccclass, property } = _decorator; @ccclass('BaseFormation') export class BaseFormation extends Component { @property noise: number = 0; @property Spread: number = 1; offsetPos:Vec3 = v3(); EvaluatePoints(): Vec3[] { return null; } GetNoise(pos: Vec3): Vec3 { const noise = this.noise; const x = pos.x + Math.random() * noise - noise / 2; const z = pos.z + Math.random() * noise - noise / 2; pos.x = x; pos.z = z; return pos; } }
/** 方形編隊組件腳本程式碼 */ import { _decorator, Component, Node, Vec3, v3 } from 'cc'; import { BaseFormation } from './BaseFormation'; const { ccclass, property } = _decorator; @ccclass('BoxFormation') export class BoxFormation extends BaseFormation { @property unitWidth: number = 5; @property unitDepth: number = 5; @property hollow: boolean = false; @property nthOffset: number = 0; EvaluatePoints(): Vec3[] { const ret: Vec3[] = []; const middleOffset = v3((this.unitWidth - 1) * 0.5, 0, (this.unitDepth - 1) * 0.5); for (let x = 0; x < this.unitWidth; x++) { for (let z = 0; z < this.unitDepth; z++) { if (this.hollow && x != 0 && x != this.unitWidth - 1 && z != 0 && z != this.unitDepth - 1) continue; let pos = v3(x + (z % 2 == 0 ? 0 : this.nthOffset), 0, z); pos = pos.subtract(middleOffset); pos = this.GetNoise(pos); pos = pos.multiplyScalar(this.Spread); pos.add(this.offsetPos); ret.push(pos); } } return ret; } }
/** 放射編隊組件腳本程式碼 */ import { _decorator, Component, Node, Vec3, v3 } from 'cc'; import { BaseFormation } from './BaseFormation'; const { ccclass, property } = _decorator; @ccclass('RadialFormation') export class RadialFormation extends BaseFormation { @property amount: number = 10; @property radius: number = 1; @property radiusGrowthMultiplier: number = 0; @property rotations: number = 1; @property rings: number = 1; @property ringOffset: number = 1; @property nthOffset: number = 1; EvaluatePoints(): Vec3[] { const ret: Vec3[] = []; let amountPerRing = this.amount / this.rings; let ringOffset = 0; for (var i = 0; i < this.rings; i++) { for (var j = 0; j < amountPerRing; j++) { let angle = j * Math.PI * (2 * this.rotations) / amountPerRing + (i % 2 != 0 ? this.nthOffset : 0); let radius = this.radius + ringOffset + j * this.radiusGrowthMultiplier; let x = Math.cos(angle) * radius; let z = Math.sin(angle) * radius; let pos = new Vec3(x, 0, z); pos = this.GetNoise(pos); pos = pos.multiplyScalar(this.Spread); pos.add(this.offsetPos); ret.push(pos); } ringOffset += this.ringOffset; } return ret; } }
以上便是CocosCreator3版本的核心計算程式碼了,可以自行貼在編隊節點上,人物控制應該是由特定的渲染程式碼完成。
編隊展示處理程式碼
/** * 編隊渲染展示的程式碼,掛在到你想展示的節點容器上,配合對應的Formation組件 * 請自行構建Actor角色組件用於處理人物邏輯,實現removeSelf和moveTo * 在合適的時機處理編隊的刷新,比如編隊參數變化、隊伍移動的時候 */ import { _decorator, Component, Node, Prefab, instantiate, director } from 'cc'; import { Actor } from '../actors/Actor'; import { BaseFormation } from '../formations/BaseFormation'; const { ccclass, property } = _decorator; @ccclass('FormationShow') export class FormationShow extends Component { @property(Prefab) actor: Prefab = null; start() { this.FormationUpdate(); } FormationUpdate(prop?: string, value?: number) { const formation = this.getComponent(BaseFormation); if (formation) { if (prop) { const old = formation[prop]; formation[prop] = value; if (old == formation[prop]) { return; } } const points = formation.EvaluatePoints(); for (let i = this.node.children.length - 1; i >= points.length; i--) { this.node.children[i].getComponent(Actor).removeSelf(); } const len = this.node.children.length; for (let i = 0; i < points.length; i++) { if (i < points.length && i >= len) { let actor = null; if (len > 0) { actor = this.node.children[len - 1]; } else { actor = this.actor; } const a = instantiate(actor); this.node.addChild(a); } this.node.children[i].getComponent(Actor).moveTo(points[i]); } } } }
結語
影片中的源碼工程已經發布到Cocos的官方商店,有需要的自取
//store.cocos.com/app/detail/3210