99爱在线视频这里只有精品_窝窝午夜看片成人精品_日韩精品久久久毛片一区二区_亚洲一区二区久久

合肥生活安徽新聞合肥交通合肥房產生活服務合肥教育合肥招聘合肥旅游文化藝術合肥美食合肥地圖合肥社保合肥醫院企業服務合肥法律

代做Data Structures 2D real-time strategy game

時間:2023-12-29  來源:合肥網hfw.cc  作者:hfw.cc 我要糾錯


 

Data Structures: Assignment 3

Pathfinding

SP2, 2017

James Baumeister

May 2017

1 Introduction

As a game designer you want to develop your first 2D real-time strategy game.

You envision a game where a player is in a procedurally generated terrain map,

performing tasks with non-player characters and defending against attacks from

enemies. The type of map you want to use will feature several biomes, ranging

from deserts to lush rainforests. Each of these biomes will have different characteristics and moving through the different biomes will have different difficulty

levels. As this is your first foray into game development, you want to start with

a very simple map—a 10 × 10 square grid where the player can move north,

south, east, west, north-east, south-east, north-west, south-west. With these

criteria in mind, you decide that a graph is the perfect data structure in which

to store all the possible biomes and their connections to each other.

In this assignment we will build an undirected graph structure. A node, or

vertex, in this graph will represent a terrain biome with its position in the graph

being the centre of a 1x1 square. Each node contains information about the

node’s position in the map, as well as its terrain features, including the biome,

elevation and other locale- and weather-based characteristics. Each node can

have up to eight connections, or edges, to other nodes, depending on its position

in the map. These edges are what allow travel from one node to another.

This assignment consists of two parts. In part A you will complete a number

of helper methods that will be useful when implementing search algorithms in

the next part. In part B you will generate all the edges between each of the

nodes to form them into the 10 × 10 grid. You will also implement a number

of different search algorithms. Depth- and breadth-first searches can both find

a path from one node to another, but do it in different ways and can have

very different results. They also do not take into account the weight of the

edge or, in other words, the difficulty of travelling over particular biomes. The

Dijkstra’s and A* search algorithms both take into account the weight and so

1

more accurately provide a path that is both short and least costly, or difficult

to travel.

This assignment provides two means by which you can test your code. Running GraphGUI will provide a graphical user interface (GUI) that visualises the

graph, the terrains, the nodes and the edges. It also animates the player node,

showing the path that your search method calculates. You can use this GUI to

view the outcome of your algorithm implementations and troubleshoot1

. There

are also unit tests that will give you an idea of the accuracy of your implementations. The tests are not exhaustive and the mark should only be viewed

as a guide. Alternative tests will be run by the markers to ensure that your

answers are not hard-coded to the tests. Many exception cases are not tested,

so you should write your own testing methods. It is suggested that you complete the assignment in the order outlined in the following sections. The later

steps rely on the correct implementation of the earlier steps, particularly the

connectNodes method.

Figure 1: Importing the project through File → Import

1See Appendix A to learn how to control the GUI

2

1.1 Importing into eclipse

The assignment has been provided as an eclipse project. You just need to import

the project into an existing workspace. See Figure 1 for a visual guide. Make

sure that your Java JDK has been set, as well as the two jar files that you need

for junit to function. This can be found in Project → Properties → Java Build

Path → Libraries. The jar files have been provided within the project; there

is no need to download any other version and doing so may impact the testing

environment.

2 Part A

In this section you will complete some methods that are necessary for building

and utilising the graph structure that you will build in section 3.

2.1 Edge

The Edge class represents a connection from one node to up to eight others. An

Edge object has three class variables:

private Node node1;

private Node node2;

private double weight;

2.1.1 void calculateWeight()

The weight of an Edge should be calculated using the calculateWeight()

method upon creation of the Edge. The weight is calculated as the Euclidean

distance between the two nodes multiplied by the average biome weight between

the two nodes. This can be represented mathematically as follows:

w(e) = d(p, q) × ((b1 + b2)/2)

where b1 is the biome value of the source node, and b2 is the biome value of the

target node. d is a function that calculates the Euclidean distance between two

2D points, p and q.

2.2 EdgeTest

EdgeTest will assign marks as shown in Table 1.

2.3 Vector2

The Vector2 class represents a 2D point in space and contains an x (horizontal)

and a y (vertical) coordinate. For this assignment we are only concerned with

finding the distance between two 2D points. A Vector2 object has two class

variables:

3

Table 1: EdgeTest mark allocation

Test Marks

constructor 5

calculateWeight 5

Total: 10

public double x;

public double y;

2.3.1 public double distance(Vector2 v2)

This method should calculate the Euclidean distance between two points. The

method should be called on one Vector2 object, and passed the second Vector2

object as the parameter. The distance should be returned as a double. The

algorithm for calculating the Euclidean distance is as follows:

d(p, q) = p

(q1 − p1)2 + (q2 − p2)2

2.4 VectorTest

VectorTest will assign marks as shown in Table 2.

Table 2: VectorTest mark allocation

Test Marks

distance 5

Total: 5

3 Part B

In this section you will implement a number of methods in the Graph class.

First, you will create edges between a given set of vertices. Next, you will

implement some helper methods for navigating the graph. Lastly, you will

implement several graph searching algorithms.

4

3.1 Graph

The graph structure that you must build in this assignment forms a 10×10 grid,

with all edges between the nodes being undirected. Due to the way in which

our graph is built, node pairs have mirrored edges—node 1 has an edge to node

2, node 2 has an edge to node 1. The Graph class has no class variables.

3.1.1 void connectNodes(Node[] nodes)

This method connects all nodes in a given array to form a 10 × 10 grid-shaped

graph. This method must be successfully completed before attempting any other

graph searching methods! The provided GUI can help you visualise how well

your implementation is functioning. Before completing connectNodes, the GUI

should display as shown in Figure 2. Once all of the edges have been correctly

created, the GUI will display as shown in Figure 3. Every node in the graph

can have up to eight edges, depending on its position. Central nodes will use all

eight to connect to all their surrounding neighbours. Think about how many

neighbours corner and edge nodes have and how many edges you need to create.

In order to develop an algorithm there are some simple constants that you may

utilise:

• The top-left corner of the graph has the 2D coordinate (0, 0).

• The bottom-right corner of the graph has the 2D coordinate (9, 9).

• A node’s position is the exact centre of a biome square.

• In the provided Node[], for every node(i) such that

i mod 10 = 0

node(i) is on the left edge.

It is very important to adhere to the order of the mappings shown in Table 3 when populating a node’s edge list. Note that a node does not need

a list containing eight edges if it only requires three, but the order must be

maintained—for example, east before south, north before south-east.

3.1.2 Edge getEdge(Node source, Node destination)

This methods takes as arguments two Node objects. It should search each node’s

list of Edge objects for one that connects the two nodes and return the source

node’s edge. If there is none found, the method should return null.

3.1.3 double calculateCost(Node[] vertices)

This method should calculate the total cost of travelling from one node

(Node[0]) to a target node (Node[length-1]). The total value should be returned. If the starting and target nodes are the same, the method should return

0.

5

Table 3: Edge list index–direction mappings

Edge list index Direction of connected node

0 East

1 West

2 South

3 North

4 North-east

5 South-east

6 North-west

7 South-west

3.1.4 Node[] breadthFirstSearch(Node start, Node target)

The breadthFirstSearch method takes as arguments two Node objects—a

starting node and a target node, respectively. You must implement a breadthfirst search algorithm to find the shortest path from start to target and return that path as a Node array, ordered from start (index 0) to target (index

length−1). This method should not take into account edge weights.

3.1.5 Node[] depthFirstSearch(Node start, Node target)

The depthFirstSearch method takes as arguments two Node objects—a starting node and a target node, respectively. Unlike the breadth-first search, depthfirst searching will likely not find the shortest path, so you should see drastically

different paths being generated. depthFirstSearch should return the path as

a Node array, ordered from start (index 0) to target (index length−1). This

method should not take into account edge weights.

3.1.6 Node[] dijkstrasSearch(Node start, Node target)

The method should use Dijkstra’s algorithm to search the graph for the shortest

path from start to target while taking into account the cost of travel (i.e. edge

weight). Visualising this algorithm should show that sometimes the path may

not be the most direct route. Rather, it should be the least costly. Your

implementation should be a true implementation of the algorithm2

. Your code

will be inspected to ensure that an alternative algorithm has not been used.

2Closely follow the textbook example. Subtle differences in algorithms could impact your

performance against the tests

6

Figure 2: The GUI before completing the connectNodes method

dijkstrasSearch should return the path as a Node array, ordered from start

(index 0) to target (index length−1).

3.1.7 Node[] aStarSearch(Node start, Node target

This method should use the A* algorithm, similar to Dijkstra’s algorithm, to

search the graph for the least costly path. Unlike Dijkstra’s, which searches

in all directions, the A* algorithm uses a heuristic to predict the direction of

search. The heuristic you should use should be shortest distance, using the

distance algorithm you implemented earlier. Your implementation should be

a true implementation of the algorithm3

. Your code will be inspected to ensure

that an alternative algorithm has not been used. aStarSearch should return a

Node array containing the path, ordered from start (index 0) to target (index

length−1).

3.2 GraphTest

GraphTest will assign marks as shown in Table 4.

3This is a research task, but this website should be very helpful: http://www.

redblobgames.com/pathfinding/a-star/introduction.html

7

Figure 3: The GUI after completing the connectNodes method

A Using the GUI

A GUI has been provided to aid understanding how your graph searching algorithm implementations are functioning. The window contains a graphical

representation of the graph on the left, and three buttons on the right (see

Figure 3. The buttons labelled ‘Biomes’ and ‘Polygons’ are essentially toggles

for displaying an outline of the node squares (shown in Figure 4. ‘Biomes’ is

activated by default. The button labelled ‘Nodes’ controls whether or not the

red node circles and pink edge lines are shown—click to toggle between the two.

The blue player node will render at the nominated start node and its position

will update if a path is provided.

As the GUI operates independently to the testing suite, there are some

aspects that you must manually control in order to show the desired information.

The GraphRender class has the following constants:

private final int START_NODE = 0;

private final int TARGET_NODE = 9;

private final int ANIMATION_DELAY = 500;

private final String METHOD = "breadthFirstSearch";

You may modify these values. As an example, if you were testing your Dijkstra’s

algorithm implementation and wanted to match one of the unit tests, you could

change START_NODE to 8, TARGET_NODE to 0 and METHOD to "dijkstrasSearch".

ANIMATION_DELAY represents the delay for the blue player circle to jump along

8

Table 4: GraphTest mark allocation

Test Marks

connectNodes 10

getEdge 5

calculateCost 5

breadthFirstSearch 20

depthFirstSearch 15

dijkstrasSearch 20

aStarSearch 10

Total: 85

nodes in the path, in milliseconds; increase to slow the animation, decrease to

請加QQ:99515681 或郵箱:99515681@qq.com   WX:codehelp

 

 

掃一掃在手機打開當前頁
  • 上一篇:MA2605代做、代寫MATLAB編程語言
  • 下一篇:莆田鞋一般多少錢一雙,莆田鞋零售價格一覽表
  • 無相關信息
    合肥生活資訊

    合肥圖文信息
    2025年10月份更新拼多多改銷助手小象助手多多出評軟件
    2025年10月份更新拼多多改銷助手小象助手多
    有限元分析 CAE仿真分析服務-企業/產品研發/客戶要求/設計優化
    有限元分析 CAE仿真分析服務-企業/產品研發
    急尋熱仿真分析?代做熱仿真服務+熱設計優化
    急尋熱仿真分析?代做熱仿真服務+熱設計優化
    出評 開團工具
    出評 開團工具
    挖掘機濾芯提升發動機性能
    挖掘機濾芯提升發動機性能
    海信羅馬假日洗衣機亮相AWE  復古美學與現代科技完美結合
    海信羅馬假日洗衣機亮相AWE 復古美學與現代
    合肥機場巴士4號線
    合肥機場巴士4號線
    合肥機場巴士3號線
    合肥機場巴士3號線
  • 短信驗證碼 目錄網 排行網

    關于我們 | 打賞支持 | 廣告服務 | 聯系我們 | 網站地圖 | 免責聲明 | 幫助中心 | 友情鏈接 |

    Copyright © 2025 hfw.cc Inc. All Rights Reserved. 合肥網 版權所有
    ICP備06013414號-3 公安備 42010502001045

    99爱在线视频这里只有精品_窝窝午夜看片成人精品_日韩精品久久久毛片一区二区_亚洲一区二区久久

          9000px;">

                一区二区高清在线| 欧美v日韩v国产v| 久久69国产一区二区蜜臀| 国产清纯美女被跳蛋高潮一区二区久久w | 欧美中文字幕一二三区视频| 成人免费视频一区| 国产做a爰片久久毛片| 日本 国产 欧美色综合| 亚洲国产精品视频| 亚洲一区二区三区视频在线播放| 国产精品视频一区二区三区不卡| 久久综合久久久久88| 欧美v日韩v国产v| 日韩精品在线一区二区| 在线不卡的av| 91福利国产精品| 一本大道久久精品懂色aⅴ| 成人黄色国产精品网站大全在线免费观看 | 在线中文字幕一区| 色婷婷综合中文久久一本| 色综合久久久久综合体桃花网| 成人av片在线观看| 在线一区二区观看| 欧美日韩在线精品一区二区三区激情 | 久久人人爽人人爽| 久久久亚洲高清| 国产欧美日韩精品a在线观看| 国产亚洲精品免费| 国产精品久久久久久久第一福利| 国产精品电影院| 亚洲综合久久av| 日本特黄久久久高潮| 久久疯狂做爰流白浆xx| 久久精品国产77777蜜臀| 国产成人在线色| 一本色道久久加勒比精品| 欧美军同video69gay| 国产亚洲欧美在线| 亚洲另类在线制服丝袜| 久久er精品视频| 粉嫩嫩av羞羞动漫久久久| 一本到三区不卡视频| 日韩一级片网址| 日本一区二区三区dvd视频在线| 中文字幕一区二区日韩精品绯色| 亚洲小说欧美激情另类| 青青草一区二区三区| 成人网在线播放| 欧美高清精品3d| 欧美激情一区二区三区四区| 亚洲丰满少妇videoshd| 毛片一区二区三区| 91国内精品野花午夜精品| 精品国产91亚洲一区二区三区婷婷 | 日韩一区二区三区视频| 国产情人综合久久777777| 午夜精品一区二区三区免费视频| 美洲天堂一区二卡三卡四卡视频| 成人性生交大片免费看视频在线| 欧美日韩国产综合一区二区| 国产校园另类小说区| 亚洲风情在线资源站| 色综合久久天天综合网| 亚洲国产精品黑人久久久| 日韩中文字幕91| 色哦色哦哦色天天综合| 久久久久亚洲蜜桃| 午夜精品久久久久久久久久久| 国产在线精品一区二区不卡了| 欧美喷潮久久久xxxxx| 中文字幕在线视频一区| 丰满亚洲少妇av| 欧美成va人片在线观看| 亚洲综合免费观看高清在线观看| 国产成人丝袜美腿| 久久日一线二线三线suv| 日韩av在线播放中文字幕| 在线视频欧美区| 夜夜爽夜夜爽精品视频| 色又黄又爽网站www久久| 中文字幕字幕中文在线中不卡视频| 国产精品一区二区在线播放| 欧美精品一区二区三区在线| 久久99最新地址| 日韩一区二区三区在线视频| 婷婷成人综合网| 日韩欧美成人一区| 美女网站在线免费欧美精品| 538prom精品视频线放| 香蕉影视欧美成人| 欧美一区永久视频免费观看| 日韩高清欧美激情| 精品盗摄一区二区三区| 国产麻豆视频一区| 日本一区二区在线不卡| caoporn国产精品| 一区二区三区四区视频精品免费| 在线视频国内自拍亚洲视频| 亚洲第一综合色| 日韩视频在线观看一区二区| 久久97超碰色| 国产精品久99| 欧美日韩国产天堂| 捆绑变态av一区二区三区| 久久久久国产成人精品亚洲午夜 | 国产精品欧美一区喷水| 91蜜桃视频在线| 日韩国产欧美在线视频| 2020国产成人综合网| 波多野结衣一区二区三区 | 国产一区二区电影| 亚洲欧洲精品成人久久奇米网| 色婷婷综合久久久中文字幕| 五月激情综合色| 久久精品网站免费观看| 91亚洲精品久久久蜜桃网站 | 精品久久免费看| 91视视频在线观看入口直接观看www | 欧美久久婷婷综合色| 国产精品18久久久久久久久| 亚洲色图制服诱惑| 日韩欧美亚洲另类制服综合在线| 成人av资源在线| 美女www一区二区| 综合欧美一区二区三区| 欧美电影免费观看高清完整版在| 91原创在线视频| 国产美女娇喘av呻吟久久| 亚洲国产精品一区二区尤物区| 久久精品一区蜜桃臀影院| 欧美三区在线视频| 国产99精品国产| 日韩不卡一区二区三区 | 日韩精品一级二级| 最新热久久免费视频| 欧美xxxxx裸体时装秀| 欧美午夜影院一区| 成人精品一区二区三区四区| 久久精品免费看| 亚洲第一成年网| 亚洲免费观看高清| 国产精品福利一区| 亚洲精品一区二区精华| 欧美日韩aaaaa| 在线视频国内自拍亚洲视频| 99精品欧美一区| 99精品国产99久久久久久白柏 | 尤物在线观看一区| 亚洲色图20p| 中文字幕在线免费不卡| 欧美激情综合五月色丁香小说| 日韩一级大片在线| 91精品国产综合久久精品| 欧美精品一二三| 欧美午夜精品理论片a级按摩| 不卡一区中文字幕| 色综合久久久久网| 成人免费毛片高清视频| 粉嫩高潮美女一区二区三区| 懂色av中文一区二区三区| 波多野结衣中文字幕一区 | 国产成人自拍高清视频在线免费播放| 激情伊人五月天久久综合| 韩国三级在线一区| 极品销魂美女一区二区三区| 精品亚洲成a人| 国产精品一区专区| 99综合电影在线视频| 91免费精品国自产拍在线不卡| 97aⅴ精品视频一二三区| 91免费国产在线| 欧美日韩午夜在线视频| 欧美一级在线视频| 久久免费视频色| 国产精品污网站| 一区二区在线观看不卡| 亚洲在线观看免费视频| 日本va欧美va精品| 成人美女视频在线观看18| 91久久国产综合久久| 91精品国产一区二区| 欧美国产激情二区三区| 亚洲精选免费视频| 美女久久久精品| 99久久精品国产网站| 欧美日韩一区久久| 国产欧美一区二区精品仙草咪| 国产精品视频yy9299一区| 亚洲国产你懂的| 国产成人综合亚洲网站| 欧美另类一区二区三区| 久久网这里都是精品| 夜夜爽夜夜爽精品视频| 国产自产视频一区二区三区| 一本色道a无线码一区v| 精品少妇一区二区三区在线播放| 国产精品国产a级| 黑人精品欧美一区二区蜜桃| 在线欧美日韩精品| 久久久99精品免费观看不卡|