javascript的Astar版 寻路算法

去年做一个模仿保卫萝卜的塔防游戏的时候,自己写的,游戏框架用的是coco2d-html5

实现原理可以参考 http://www.cnblogs.com/technology/archive/2011/05/26/2058842.html

这个算法项目一直放在github中,朋友们需要的可以自己去看下

https://github.com/caoke90/Algorithm/blob/master/Astar.js

//Astar 寻路算法
//Point 类型
var cc=cc||console
var Point=function(x,y){
if(this instanceof Point){
this.init(x,y)
}else{
return new Point(x,y)
} }
Point.prototype={
init:function(x,y){
this.x=x;
this.y=y;
},
ParentPoint:null,
F :0, //F=G+H
G:0,
H:0,
x:0,
y:0,
CalcF:function(){
this.F = this.G + this.H;
}
} //Maze 类型
var Maze=function(maze){
if(this instanceof Maze){
this.init(maze);
}else{
return new Maze(maze)
}
}
Maze.prototype={
init:function(maze){
this.MazeArray=maze
},
OBLIQUE : 14,
STEP:10,
CloseList:[],
OpenList:[],
FindPath:function(start, end, IsIgnoreCorner){
this.OpenList.push(start);
while (this.OpenList.length != 0)
{
//找出F值最小的点
var tempStart = this.MinPoint(this.OpenList);
this.CloseList.push(tempStart);
this.Remove(this.OpenList,tempStart); //找出它相邻的点
var surroundPoints = this.SurrroundPoints(tempStart, IsIgnoreCorner);
for (var i=0;i< surroundPoints.length;i++)
{
var point=surroundPoints[i]
if (this.Exists(this.OpenList,point)){
//计算G值, 如果比原来的大, 就什么都不做, 否则设置它的父节点为当前点,并更新G和F
this.FoundPoint(tempStart, point);
}
else{
//如果它们不在开始列表里, 就加入, 并设置父节点,并计算GHF
this.NotFoundPoint(tempStart, end, point);
}
}
if (this.Get(this.OpenList,end) != null){
return this.Get(this.OpenList,end);
}
}
return this.Get(this.OpenList,end);
},
//在二维数组对应的位置不为障碍物
CanReaches:function(x,y){
return this.MazeArray[this.MazeArray.length-y-1][x] == 0;
},
CanReach:function( start, point, IsIgnoreCorner){
if (!this.CanReaches(point.x, point.y) || this.Exists(this.CloseList,point))
return false;
else
{
if ((Math.abs(point.x - start.x) + Math.abs(point.y - start.y)) == 1){
return true;
}
return false;
}
},
NotFoundPoint:function(tempStart, end, point){
point.ParentPoint = tempStart;
point.G = this.CalcG(tempStart, point);
point.H = this.CalcH(end, point);
point.CalcF();
this.OpenList.push(point); },
FoundPoint:function(tempStart, point){
var G = this.CalcG(tempStart, point);
if (G < point.G)
{
point.ParentPoint = tempStart;
point.G = G;
point.CalcF();
}
},
CalcG:function(start, point)
{
var G = (Math.abs(point.X - start.X) + Math.abs(point.Y - start.Y)) == 2 ? this.OBLIQUE:this.STEP ;
var parentG = point.ParentPoint != null ? point.ParentPoint.G : 0;
return G + parentG;
}, CalcH:function( end, point)
{
var step = Math.abs(point.x - end.x) + Math.abs(point.y - end.y);
return step * this.STEP;
}, //获取某个点周围可以到达的点
SurrroundPoints:function( point, IsIgnoreCorner)
{
var surroundPoints = [];
if (this.CanReach(point,Point(point.x-1,point.y),IsIgnoreCorner)){
surroundPoints.push(Point(point.x-1,point.y));
}
if (this.CanReach(point,Point(point.x,point.y-1),IsIgnoreCorner)){
surroundPoints.push(Point(point.x,point.y-1));
}
if (this.CanReach(point,Point(point.x+1,point.y),IsIgnoreCorner)){
surroundPoints.push(Point(point.x+1,point.y));
}
if (this.CanReach(point,Point(point.x,point.y+1),IsIgnoreCorner)){
surroundPoints.push(Point(point.x,point.y+1));
}
return surroundPoints;
}, //对 List<Point> 的一些扩展方法
//判断是否存在点
Exists:function(points, point)
{
for(k in points){
var p=points[k]
if ((p.x == point.x) && (p.y == point.y)){
return true;
}
}
return false;
},
//获取f最小
MinPoint:function (points)
{
var min=points[0];
for(var i=0;i<points.length-1;i++){
if(points[i].F<points[i+1].F){
min=points[i]
}
}
return min;
},
//获取点
Get:function(points, point)
{
for (var k in points){
var p=points[k]
if ((p.x == point.x) && (p.y == point.y))
return p;
}
return null;
},
//删除点
Remove:function(points,point)
{
for(var i=0;i<points.length;i++){
var p=points[i]
if (point.x === p.x && point.y === p.y){
return points.splice(i,1);
}
} } } var arr= [
[ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
[ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[ 1, 0, 0, 1, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[ 1, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[ 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[ 1, 0, 0, 1, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[ 1, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
]; var map=Maze(arr)
//起始点 结束点 是否斜角
var parent=map.FindPath(Point(2,3),Point(16,2),false) while (parent != null)
{
cc.log(parent.x + ", " + parent.y);
parent = parent.ParentPoint;
}

  

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