Reputation: 47364
I have two algorithms for movement in my game - one displays possible moves using Flood Fill, another calculates how to get to any possible location using A*.
Right now flood fill returns information in the following format
I'm interested in how I can use flood fill when I have variable move/terrain cost for each square.
Here's my current implementation, without move cost:
-(NSMutableArray*)getValidMovesFromPoint:(CGPoint)p lockMovesInTileset:(NSMutableArray*)tileset usingConnexity:(int)connexity
{
int i = 0;
NSMutableArray* validMovesFromThisPoint = [NSMutableArray array];//these tiles are valid moves from point
NSNumber* tileIsWalkable = nil;
//using (x,y) (0,0) as bottom left corner, Y axis pointing up, X axis pointing right
i = [self indexFromPoint:CGPointMake(p.x-1, p.y)];//left
tileIsWalkable = tileset[i];
if(tileIsWalkable.boolValue == YES)
{
[self lockTileAtIndex:i forTileset:tileset rememberValidMovesInThisArray:validMovesFromThisPoint];
};
i = [self indexFromPoint:CGPointMake(p.x+1, p.y)];//right
tileIsWalkable = tileset[i];
if(tileIsWalkable.boolValue == YES)
{
[self lockTileAtIndex:i forTileset:tileset rememberValidMovesInThisArray:validMovesFromThisPoint];
};
i = [self indexFromPoint:CGPointMake(p.x, p.y-1)];//bottom
tileIsWalkable = tileset[i];
if(tileIsWalkable.boolValue == YES)
{
[self lockTileAtIndex:i forTileset:tileset rememberValidMovesInThisArray:validMovesFromThisPoint];
};
i = [self indexFromPoint:CGPointMake(p.x, p.y+1)];//top
tileIsWalkable = tileset[i];
if(tileIsWalkable.boolValue == YES)
{
[self lockTileAtIndex:i forTileset:tileset rememberValidMovesInThisArray:validMovesFromThisPoint];
};
if(connexity == 4){
return validMovesFromThisPoint;//if we want a connexity 4, no need to go further
}
i = [self indexFromPoint:CGPointMake(p.x-1, p.y-1)];//bottom left
tileIsWalkable = tileset[i];
if(tileIsWalkable.boolValue == YES){
[self lockTileAtIndex:i forTileset:tileset rememberValidMovesInThisArray:validMovesFromThisPoint];
};
i = [self indexFromPoint:CGPointMake(p.x+1, p.y-1)];//bottom right
tileIsWalkable = tileset[i];
if(tileIsWalkable.boolValue == YES){
[self lockTileAtIndex:i forTileset:tileset rememberValidMovesInThisArray:validMovesFromThisPoint];
};
i = [self indexFromPoint:CGPointMake(p.x-1, p.y+1)];//top left
tileIsWalkable = tileset[i];
if(tileIsWalkable.boolValue == YES){
[self lockTileAtIndex:i forTileset:tileset rememberValidMovesInThisArray:validMovesFromThisPoint];
};
i = [self indexFromPoint:CGPointMake(p.x+1, p.y+1)];///top right
tileIsWalkable = tileset[i];
if(tileIsWalkable.boolValue == YES){
[self lockTileAtIndex:i forTileset:tileset rememberValidMovesInThisArray:validMovesFromThisPoint];
};
return validMovesFromThisPoint;
}
Upvotes: 0
Views: 556
Reputation: 47364
Apparently flood fill cannot be used, instead I implemented Breadth First Search, as described in this post. This allows for terrain cost to be included in calculations
Upvotes: 1