I have an area where the enemy needs to look good (they are behind a fence) and I do not The enemies want to lay eggs on each other, so I was wondering what is a good way to do this?
I created a function that fits in the next box (next enemy) all possible state (pixels by pixels), but it is slow because it is a mobile application and Enemies can sometimes be born quickly, be sure that there should be a good thread that can calculate different limitations where the next enemy can fit?
There are very good solutions.
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Fast and easy. You can only check limitations. Each of your squares has 2 points for the enemy. You can easily test, if two rectangles pierce each other, and if you sort your x coordinate, then you can check the difference between them. If the difference is high, then compare the width of the next enemy - check the y difference, and then place eggs there.
Here you have left x1_1 == 25, x1_2 == 29 and x2_1 = 10, x2_2 = 15x1_1 after enemy's coordination of enemy 1, x2_2 - x 2_2 - right is. After some sorting, enemy 2's x-ray difference will be equal to x 2_1 and x1_2, so you can fit anyone here =)
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Regularly grid But split your spawn location, mark as occupation, all the chambers within enemy limits. Do not see pixels, but cell to find space for spawn.
| ----- | ----- | ----- | | 1 + - | -2- + | 3 | // 1,2,4,5 was outstanding very easy check | | | | | | // You must update that information occasionally. --- | - | --- + - - ----- | | 4 + --- 5- + | 6 | | | | | | ----- | ----- | ----- | If the spawn point is big, consider Quattree, to split it into segments again to check the places that fit.
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