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一、前言
最近在写js的slg游戏,需要用到a星算法。之前用python写过https://blog.csdn.net/qq_39687901/article/details/80753433,现在再用js写一遍。
二、源码
//二维数组
function Array2D(w, h, num) {
var data = [];
var default_num = num || 0;
for (var x = 0; x < w; x++) {
var temp = [];
for (var y = 0; y < h; y++) {
temp.push(default_num);
}
data.push(temp);
}
return {
w: w,
h: h,
data: data,
showArray2D: function () {
var s = "";
for (var y = 0; y < this.h; y++) {
for (var x = 0; x < this.w; x++) {
s += this.data[x][y] + " ";
}
s += "\n";
}
console.log(s);
}
}
}
//点
function Point(x, y) {
return {
x: x,
y: y,
eq: function (other) {
return this.x === other.x && this.y === other.y;
}
}
}
/*
功能:
创建AStar对象,进行寻路
参数:
map2d:Array2D类型的地图数组
startPoint:Point类型的寻路起点
endPoint:Point类型的寻路终点
passTag:int类型的可行走标记(若地图数据!=passTag即为障碍)
*/
function AStar(map2d, startPoint, endPoint, passTag) {
var tag = passTag || 0;
var Node = function (point, endPoint, g) { //描述AStar中的节点
var tG = g || 0;
return {
point: point, //节点的坐标
father: null, //父节点
g: tG, //G值,g值在用到的时候会重新算
h: (Math.abs(endPoint.x - point.x) + Math.abs(endPoint.y - point.y)) * 10 //计算H值
}
};
return {
map2d: map2d,
startPoint: startPoint,
endPoint: endPoint,
passTag: tag,
openList: [], //开启表
closeList: [], //关闭表
//获得openList中F值最小的节点
getMinNode: function () {
var currentNode = this.openList[0];
for (var node of this.openList) {
if (node.g + node.h < currentNode.g + currentNode.h)
currentNode = node;
}
return currentNode;
},
//判断point是否在关闭表中
pointInCloseList: function (point) {
for (var node of this.closeList) {
if (node.point.eq(point))
return true;
}
return false;
},
//判断point是否在开启表中
pointInOpenList: function (point) {
for (var node of this.openList) {
if (node.point.eq(point))
return node;
}
return null;
},
//判断终点是否在关闭表中
endPointInCloseList: function () {
for (var node of this.closeList) {
if (node.point.eq(this.endPoint))
return node;
}
return null;
},
//搜索节点周围的点
searchNear: function (minF, offsetX, offsetY) {
//越界检测
if (minF.point.x + offsetX < 0 || minF.point.x + offsetX > this.map2d.w - 1 || minF.point.y + offsetY < 0 || minF.point.y + offsetY > this.map2d.h - 1)
return null;
//如果是障碍就忽略
if (this.map2d.data[minF.point.x + offsetX][minF.point.y + offsetY] !== this.passTag)
return null;
//如果在关闭表中就忽略
var currentPoint = Point(minF.point.x + offsetX, minF.point.y + offsetY);
if (this.pointInCloseList(currentPoint))
return null;
//设置单位花费
var step = 0;
if (offsetX === 0 || offsetY === 0)
step = 10;
else
step = 14;
//如果不在openList中,就把它加入openList
var currentNode = this.pointInOpenList(currentPoint);
if (currentNode == null) {
currentNode = Node(currentPoint, this.endPoint, minF.g + step);
currentNode.father = minF;
this.openList.push(currentNode);
return null;
}
//如果在openList中,判断minF到当前点的G是否更小
if (minF.g + step < currentNode.g) {
currentNode.g = minF + step;
currentNode.father = minF;
}
},
//开始寻路
start: function () {
//1.将起点放入开启列表
var startNode = Node(this.startPoint, this.endPoint);
this.openList.push(startNode);
//2.主循环逻辑
while (true) {
//找到F值最小的节点
var minF = this.getMinNode();
//把这个点加入closeList中,并且在openList中删除它
this.closeList.push(minF);
var index = this.openList.indexOf(minF);
this.openList.splice(index, 1);
//搜索这个节点的上下左右节点
this.searchNear(minF, 0, -1);
this.searchNear(minF, 0, 1);
this.searchNear(minF, -1, 0);
this.searchNear(minF, 1, 0);
// 判断是否终止
var point = this.endPointInCloseList();
if (point) { //如果终点在关闭表中,就返回结果
var cPoint = point;
var pathList = [];
while (true) {
if (cPoint.father) {
pathList.push(cPoint.point);
cPoint = cPoint.father;
} else {
return pathList.reverse();
}
}
}
//开启表为空
if (this.openList.length === 0)
return null;
}
}
}
}
var map2d = Array2D(10, 10);
map2d.data[4][0] = 1;
map2d.data[4][1] = 1;
map2d.data[4][2] = 1;
map2d.data[4][3] = 1;
map2d.data[4][4] = 1;
map2d.data[4][5] = 1;
map2d.data[4][6] = 1;
map2d.showArray2D();
// console.log(map2d.data[4][0]);
aStar=AStar(map2d,Point(0,0),Point(9,0));
var pathList=aStar.start();
for (var point of pathList){
map2d.data[point.x][point.y]=8;
}
map2d.showArray2D();
发布者:全栈程序员-用户IM,转载请注明出处:https://javaforall.cn/188761.html原文链接:https://javaforall.cn
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