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Dead Code Preservation :: Archived AS3 works from wonderfl.net

line fastest a* search path

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by lizhi 06 May 2011
/**
 * Copyright lizhi ( http://wonderfl.net/user/lizhi )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/aWCe
 */

package {
	/**
	 * ...
	 * @author sliz http://game-develop.net/blog/
	 */
	import flash.display.Bitmap;
	import flash.display.BitmapData;
	import flash.display.Sprite;
	import flash.display.StageAlign;
	import flash.display.StageScaleMode;
	import flash.events.Event;
	import flash.events.MouseEvent;
	import flash.geom.Point;
	import flash.geom.Rectangle;
	import flash.text.TextField;
	import flash.utils.getTimer;
	import sliz.miniui.Button;
	import sliz.miniui.Checkbox;
	import sliz.miniui.Label;
	import sliz.miniui.LabelInput;
	import sliz.miniui.layouts.BoxLayout;
	import sliz.miniui.Window;

	public class Game2 extends Sprite {
		private var _cellSize:int = 5;
		private var _grid:Grid;
		private var _player:Sprite;
		private var _index:int;
		private var _path:Array;

		private var tf:Label;
		private var astar:AStar;

		private var path:Sprite = new Sprite();
		private var image:Bitmap = new Bitmap(new BitmapData(1, 1));
		private var imageWrapper:Sprite = new Sprite();

		public function Game2(){
			stage.align = StageAlign.TOP_LEFT;
			stage.scaleMode = StageScaleMode.NO_SCALE;
			addChild(imageWrapper);
			imageWrapper.addChild(image);
			makePlayer();

			var w:Window = new Window(this, 20, 20, "tool");
			numCols = new LabelInput("numCols ", "numCols");
			numCols.setValue("50");
			w.add(numCols);
			numRows = new LabelInput("numRows ", "numRows");
			w.add(numRows);
			numRows.setValue("50");
			cellSize = new LabelInput("cellSize", "cellSize");
			cellSize.setValue("10");
			w.add(cellSize);
			density = new LabelInput("density ", "density");
			density.setValue("0.1");
			w.add(density);
			isEight = new Checkbox("是否8方向");
			isEight.setToggle(true);
			w.add(isEight);
			tf = new Label("info");
			w.add(tf);
			w.add(new sliz.miniui.Link("author sliz"));
			w.add(new sliz.miniui.Link("source", "http://code.google.com/p/actionscriptiui/"));
			var btn:Button = new Button("新建", 0, 0, null, newMap);
			w.add(btn, null, 0.8);
			w.setLayout(new BoxLayout(w, 1, 5));
			w.doLayout();
			imageWrapper.addEventListener(MouseEvent.CLICK, onGridClick);
			addEventListener(Event.ENTER_FRAME, onEnterFrame);
			imageWrapper.addChild(path);
			makeGrid();
		}

		private function newMap(e:Event):void {
			makeGrid();
		}

		private function changeMode(e:Event):void {
		/*if (_grid.getType()==1) {
		   _grid.calculateLinks(0);
		   (e.currentTarget as Button).text = "  四方向  ";
		   }else {
		   _grid.calculateLinks(1);
		   (e.currentTarget as Button).text = "  八方向  ";
		 }*/
		}

		private function makePlayer():void {
			_player = new Sprite();
			_player.graphics.beginFill(0xff00ff);
			_player.graphics.drawCircle(0, 0, 2);
			_player.graphics.endFill();
			imageWrapper.addChild(_player);
		}

		private function makeGrid():void {
			var rows:int = int(numRows.getValue());
			var cols:int = int(numCols.getValue());
			_cellSize = int(cellSize.getValue());
			_grid = new Grid(cols, rows);
			for (var i:int = 0; i < rows * cols * Number(density.getValue()); i++){
				_grid.setWalkable(Math.floor(Math.random() * cols), Math.floor(Math.random() * rows), false);
			}
			_grid.setWalkable(0, 0, true);
			_grid.setWalkable(cols / 2, rows / 2, false);
			if (isEight.getToggle())
				_grid.calculateLinks();
			else
				_grid.calculateLinks(1);
			astar = new AStar(_grid);
			drawGrid();
			isClick = false;
			_player.x = 0;
			_player.y = 0;
			path.graphics.clear();
		}


		private function drawGrid():void {
			image.bitmapData = new BitmapData(_grid.numCols * _cellSize, _grid.numRows * _cellSize, false, 0xffffff);
			for (var i:int = 0; i < _grid.numCols; i++){
				for (var j:int = 0; j < _grid.numRows; j++){
					var node:Node = _grid.getNode(i, j);
					if (!node.walkable){
						image.bitmapData.fillRect(new Rectangle(i * _cellSize, j * _cellSize, _cellSize, _cellSize), getColor(node));
					}
				}
			}
		}

		private function getColor(node:Node):uint {
			if (!node.walkable)
				return 0;
			if (node == _grid.startNode)
				return 0xcccccc;
			if (node == _grid.endNode)
				return 0xcccccc;
			return 0xffffff;
		}

		private function onGridClick(event:MouseEvent):void {
			var xpos:int = Math.floor(mouseX / _cellSize);
			var ypos:int = Math.floor(mouseY / _cellSize);
			xpos = Math.min(xpos, _grid.numCols - 1);
			ypos = Math.min(ypos, _grid.numRows - 1);
			_grid.setEndNode(xpos, ypos);

			xpos = Math.floor(_player.x / _cellSize);
			ypos = Math.floor(_player.y / _cellSize);
			_grid.setStartNode(xpos, ypos);
			findPath();
			//path.graphics.clear();
			//path.graphics.lineStyle(0, 0xff0000,0.5);
			//path.graphics.moveTo(_player.x, _player.y);
		}

		private function findPath():void {
			var time:int = getTimer();
			if (astar.findPath()){
				_index = 0;
				isClick = true;

				astar.floyd();
				_path = astar.floydPath;
				time = getTimer() - time;
				tf.text = time + "ms   length:" + astar.path.length;
				trace(astar.floydPath);
				path.graphics.clear();
				for (var i:int = 0; i < astar.floydPath.length; i++){
					var p:Node = astar.floydPath[i];
					path.graphics.lineStyle(0, 0xff0000);
					path.graphics.drawCircle((p.x + 0.5) * _cellSize, (p.y + 0.5) * _cellSize, 2);

					path.graphics.lineStyle(0, 0xff0000, 0.5);
					path.graphics.moveTo(_player.x, _player.y);
				}
			} else {
				time = getTimer() - time;
				tf.text = time + "ms 找不到";
			}
		}

		private var isClick:Boolean = false;
		private var numCols:LabelInput;
		private var numRows:LabelInput;
		private var cellSize:LabelInput;
		private var density:LabelInput;
		private var isEight:Checkbox;

		private function onEnterFrame(event:Event):void {
			if (!isClick){
				return;
			}
			var targetX:Number = _path[_index].x * _cellSize + _cellSize / 2;
			var targetY:Number = _path[_index].y * _cellSize + _cellSize / 2;
			var dx:Number = targetX - _player.x;
			var dy:Number = targetY - _player.y;
			var dist:Number = Math.sqrt(dx * dx + dy * dy);
			if (dist < 1){
				_index++;
				if (_index >= _path.length){
					isClick = false;
				}
			} else {
				_player.x += dx * .5;
				_player.y += dy * .5;
				path.graphics.lineTo(_player.x, _player.y);
			}
		}
	}
}

import flash.geom.Point;

class AStar {
	//private var _open:Array;
	private var _open:BinaryHeap;
	private var _grid:Grid;
	private var _endNode:Node;
	private var _startNode:Node;
	private var _path:Array;
	private var _floydPath:Array;
	public var heuristic:Function;
	private var _straightCost:Number = 1.0;
	private var _diagCost:Number = Math.SQRT2;
	private var nowversion:int = 1;

	public function AStar(grid:Grid){
		this._grid = grid;
		heuristic = euclidian2;

	}

	private function justMin(x:Object, y:Object):Boolean {
		return x.f < y.f;
	}

	public function findPath():Boolean {
		_endNode = _grid.endNode;
		nowversion++;
		_startNode = _grid.startNode;
		//_open = [];
		_open = new BinaryHeap(justMin);
		_startNode.g = 0;
		return search();
	}

	public function floyd():void {
		if (path == null)
			return;
		_floydPath = path.concat();
		var len:int = _floydPath.length;
		if (len > 2){
			var vector:Node = new Node(0, 0);
			var tempVector:Node = new Node(0, 0);
			floydVector(vector, _floydPath[len - 1], _floydPath[len - 2]);
			for (var i:int = _floydPath.length - 3; i >= 0; i--){
				floydVector(tempVector, _floydPath[i + 1], _floydPath[i]);
				if (vector.x == tempVector.x && vector.y == tempVector.y){
					_floydPath.splice(i + 1, 1);
				} else {
					vector.x = tempVector.x;
					vector.y = tempVector.y;
				}
			}
		}
		len = _floydPath.length;
		for (i = len - 1; i >= 0; i--){
			for (var j:int = 0; j <= i - 2; j++){
				if (floydCrossAble(_floydPath[i], _floydPath[j])){
					for (var k:int = i - 1; k > j; k--){
						_floydPath.splice(k, 1);
					}
					i = j;
					len = _floydPath.length;
					break;
				}
			}
		}
	}

	private function floydCrossAble(n1:Node, n2:Node):Boolean {
		var ps:Array = bresenhamNodes(new Point(n1.x, n1.y), new Point(n2.x, n2.y));
		for (var i:int = ps.length - 2; i > 0; i--){
			if (ps[i].x>=0&&ps[i].y>=0&&ps[i].x<_grid.numCols&&ps[i].y<_grid.numRows&&!_grid.getNode(ps[i].x,ps[i].y).walkable) {
				return false;
			}
		}
		return true;
	}

	private function bresenhamNodes(p1:Point, p2:Point):Array {
			var steep:Boolean = Math.abs(p2.y - p1.y) > Math.abs(p2.x - p1.x);
			if (steep) {
				var temp:int = p1.x;
				p1.x = p1.y;
				p1.y = temp;
				temp = p2.x;
				p2.x = p2.y;
				p2.y = temp;
			}
			var stepX:int = p2.x > p1.x?1:(p2.x < p1.x? -1:0);
			var deltay:Number = (p2.y - p1.y)/Math.abs(p2.x-p1.x);
			var ret:Array = [];
			var nowX:Number = p1.x + stepX;
			var nowY:Number = p1.y + deltay;
			if (steep) {
				ret.push(new Point(p1.y,p1.x));
			}else {
				ret.push(new Point(p1.x,p1.y));
			}
			if (Math.abs(p1.x - p2.x) == Math.abs(p1.y - p2.y)) {
				if(p1.x<p2.x&&p1.y<p2.y){
					ret.push(new Point(p1.x, p1.y + 1), new Point(p2.x, p2.y - 1));
				}else if(p1.x>p2.x&&p1.y>p2.y){
					ret.push(new Point(p1.x, p1.y - 1), new Point(p2.x, p2.y + 1));
				}else if(p1.x<p2.x&&p1.y>p2.y){
					ret.push(new Point(p1.x, p1.y - 1), new Point(p2.x, p2.y + 1));
				}else if(p1.x>p2.x&&p1.y<p2.y){
					ret.push(new Point(p1.x, p1.y + 1), new Point(p2.x, p2.y - 1));
				}
			}
			while (nowX != p2.x) {
				var fy:int=Math.floor(nowY)
				var cy:int = Math.ceil(nowY);
				if (steep) {
					ret.push(new Point(fy, nowX));
				}else{
					ret.push(new Point(nowX, fy));
				}
				if (fy != cy) {
					if (steep) {
						ret.push(new Point(cy,nowX));
					}else{
						ret.push(new Point(nowX, cy));
					}
				}else if(deltay!=0){
					if (steep) {
						ret.push(new Point(cy+1,nowX));
						ret.push(new Point(cy-1,nowX));
					}else{
						ret.push(new Point(nowX, cy+1));
						ret.push(new Point(nowX, cy-1));
					}
				}
				nowX += stepX;
				nowY += deltay;
			}
			if (steep) {
				ret.push(new Point(p2.y,p2.x));
			}else {
				ret.push(new Point(p2.x,p2.y));
			}
			return ret;
		}
	private function floydVector(target:Node, n1:Node, n2:Node):void {
		target.x = n1.x - n2.x;
		target.y = n1.y - n2.y;
	}

	public function search():Boolean {
		var node:Node = _startNode;
		node.version = nowversion;
		while (node != _endNode){
			var len:int = node.links.length;
			for (var i:int = 0; i < len; i++){
				var test:Node = node.links[i].node;
				var cost:Number = node.links[i].cost;
				var g:Number = node.g + cost;
				var h:Number = heuristic(test);
				var f:Number = g + h;
				if (test.version == nowversion){
					if (test.f > f){
						test.f = f;
						test.g = g;
						test.h = h;
						test.parent = node;
					}
				} else {
					test.f = f;
					test.g = g;
					test.h = h;
					test.parent = node;
					_open.ins(test);
					test.version = nowversion;
				}

			}
			if (_open.a.length == 1){
				return false;
			}
			node = _open.pop() as Node;
		}
		buildPath();
		return true;
	}

	private function buildPath():void {
		_path = [];
		var node:Node = _endNode;
		_path.push(node);
		while (node != _startNode){
			node = node.parent;
			_path.unshift(node);
		}
	}

	public function get path():Array {
		return _path;
	}

	public function get floydPath():Array {
		return _floydPath;
	}

	public function manhattan(node:Node):Number {
		return Math.abs(node.x - _endNode.x) + Math.abs(node.y - _endNode.y);
	}

	public function manhattan2(node:Node):Number {
		var dx:Number = Math.abs(node.x - _endNode.x);
		var dy:Number = Math.abs(node.y - _endNode.y);
		return dx + dy + Math.abs(dx - dy) / 1000;
	}

	public function euclidian(node:Node):Number {
		var dx:Number = node.x - _endNode.x;
		var dy:Number = node.y - _endNode.y;
		return Math.sqrt(dx * dx + dy * dy);
	}

	private var TwoOneTwoZero:Number = 2 * Math.cos(Math.PI / 3);

	public function chineseCheckersEuclidian2(node:Node):Number {
		var y:int = node.y / TwoOneTwoZero;
		var x:int = node.x + node.y / 2;
		var dx:Number = x - _endNode.x - _endNode.y / 2;
		var dy:Number = y - _endNode.y / TwoOneTwoZero;
		return sqrt(dx * dx + dy * dy);
	}

	private function sqrt(x:Number):Number {
		return Math.sqrt(x);
	}

	public function euclidian2(node:Node):Number {
		var dx:Number = node.x - _endNode.x;
		var dy:Number = node.y - _endNode.y;
		return dx * dx + dy * dy;
	}

	public function diagonal(node:Node):Number {
		var dx:Number = Math.abs(node.x - _endNode.x);
		var dy:Number = Math.abs(node.y - _endNode.y);
		var diag:Number = Math.min(dx, dy);
		var straight:Number = dx + dy;
		return _diagCost * diag + _straightCost * (straight - 2 * diag);
	}
}


class BinaryHeap {
	public var a:Array = [];
	public var justMinFun:Function = function(x:Object, y:Object):Boolean {
		return x < y;
	};

	public function BinaryHeap(justMinFun:Function = null){
		a.push(-1);
		if (justMinFun != null)
			this.justMinFun = justMinFun;
	}

	public function ins(value:Object):void {
		var p:int = a.length;
		a[p] = value;
		var pp:int = p >> 1;
		while (p > 1 && justMinFun(a[p], a[pp])){
			var temp:Object = a[p];
			a[p] = a[pp];
			a[pp] = temp;
			p = pp;
			pp = p >> 1;
		}
	}

	public function pop():Object {
		var min:Object = a[1];
		a[1] = a[a.length - 1];
		a.pop();
		var p:int = 1;
		var l:int = a.length;
		var sp1:int = p << 1;
		var sp2:int = sp1 + 1;
		while (sp1 < l){
			if (sp2 < l){
				var minp:int = justMinFun(a[sp2], a[sp1]) ? sp2 : sp1;
			} else {
				minp = sp1;
			}
			if (justMinFun(a[minp], a[p])){
				var temp:Object = a[p];
				a[p] = a[minp];
				a[minp] = temp;
				p = minp;
				sp1 = p << 1;
				sp2 = sp1 + 1;
			} else {
				break;
			}
		}
		return min;
	}
}

class Grid {

	private var _startNode:Node;
	private var _endNode:Node;
	private var _nodes:Array;
	private var _numCols:int;
	private var _numRows:int;

	private var type:int;

	private var _straightCost:Number = 1.0;
	private var _diagCost:Number = Math.SQRT2;

	public function Grid(numCols:int, numRows:int){
		_numCols = numCols;
		_numRows = numRows;
		_nodes = new Array();

		for (var i:int = 0; i < _numCols; i++){
			_nodes[i] = new Array();
			for (var j:int = 0; j < _numRows; j++){
				_nodes[i][j] = new Node(i, j);
			}
		}
	}

	/**
	 *
	 * @param	type	0四方向 1八方向 2跳棋
	 */
	public function calculateLinks(type:int = 0):void {
		this.type = type;
		for (var i:int = 0; i < _numCols; i++){
			for (var j:int = 0; j < _numRows; j++){
				initNodeLink(_nodes[i][j], type);
			}
		}
	}

	public function getType():int {
		return type;
	}

	/**
	 *
	 * @param	node
	 * @param	type	0八方向 1四方向 2跳棋
	 */
	private function initNodeLink(node:Node, type:int):void {
		var startX:int = Math.max(0, node.x - 1);
		var endX:int = Math.min(numCols - 1, node.x + 1);
		var startY:int = Math.max(0, node.y - 1);
		var endY:int = Math.min(numRows - 1, node.y + 1);
		node.links = [];
		for (var i:int = startX; i <= endX; i++){
			for (var j:int = startY; j <= endY; j++){
				var test:Node = getNode(i, j);
				if (test == node || !test.walkable){
					continue;
				}
				if (type != 2 && i != node.x && j != node.y){
					var test2:Node = getNode(node.x, j);
					if (!test2.walkable){
						continue;
					}
					test2 = getNode(i, node.y);
					if (!test2.walkable){
						continue;
					}
				}
				var cost:Number = _straightCost;
				if (!((node.x == test.x) || (node.y == test.y))){
					if (type == 1){
						continue;
					}
					if (type == 2 && (node.x - test.x) * (node.y - test.y) == 1){
						continue;
					}
					if (type == 2){
						cost = _straightCost;
					} else {
						cost = _diagCost;
					}
				}
				node.links.push(new Link(test, cost));
			}
		}
	}

	public function getNode(x:int, y:int):Node {
		return _nodes[x][y];
	}

	public function setEndNode(x:int, y:int):void {
		_endNode = _nodes[x][y];
	}

	public function setStartNode(x:int, y:int):void {
		_startNode = _nodes[x][y];
	}

	public function setWalkable(x:int, y:int, value:Boolean):void {
		_nodes[x][y].walkable = value;
	}

	public function get endNode():Node {
		return _endNode;
	}

	public function get numCols():int {
		return _numCols;
	}

	public function get numRows():int {
		return _numRows;
	}

	public function get startNode():Node {
		return _startNode;
	}

}

class Link {
	public var node:Node;
	public var cost:Number;

	public function Link(node:Node, cost:Number){
		this.node = node;
		this.cost = cost;
	}

}

class Node {
	public var x:int;
	public var y:int;
	public var f:Number;
	public var g:Number;
	public var h:Number;
	public var walkable:Boolean = true;
	public var parent:Node;
	//public var costMultiplier:Number = 1.0;
	public var version:int = 1;
	public var links:Array;

	//public var index:int;
	public function Node(x:int, y:int){
		this.x = x;
		this.y = y;
	}

	public function toString():String {
		return "x:" + x + " y:" + y;
	}
}