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

find curve path

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by lizhi 08 Sep 2011
/**
 * Copyright lizhi ( http://wonderfl.net/user/lizhi )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/h2XH
 */

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.geom.Vector3D;
    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("0.3");
            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.lineStyle(0, 0xff0000);
            _player.graphics.moveTo(7, 0);
            _player.graphics.lineTo( -7, 5);
            _player.graphics.lineTo( -7, -5);
            _player.graphics.lineTo(7, 0);
            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();
        }
        
        private function findPath():void
        {
            var time:int = getTimer();
            if (astar.findPath())
            {
                _index = 0;
                t = 0;
                isClick = true;
                
                astar.floyd();
                astar.bezierFloyd();
                _path = astar.bezierFloydPath;
                time = getTimer() - time;
                tf.text = time + "ms   length:" + astar.path.length;
                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.lineStyle(0,0xff0000);
                for each(var bn:BezierNode in astar.bezierFloydPath) {
                    path.graphics.moveTo((bn.x0+0.5) * _cellSize, (bn.y0+0.5) * _cellSize);
                    if (bn.type==0) {
                        path.graphics.lineTo((bn.x2+0.5) * _cellSize, (bn.y2+0.5) * _cellSize);
                    }else {
                        path.graphics.curveTo((bn.x1+0.5) * _cellSize, (bn.y1+0.5) * _cellSize,(bn.x2+0.5) * _cellSize, (bn.y2+0.5) * _cellSize);
                    }
                }/*
                path.graphics.drawCircle((astar.bezierFloydPath[0].x0+0.5) * _cellSize, (astar.bezierFloydPath[0].y0+0.5) * _cellSize, 2);
                path.graphics.drawCircle((astar.bezierFloydPath[0].x2+0.5) * _cellSize, (astar.bezierFloydPath[0].y2+0.5) * _cellSize, 2);
                path.graphics.lineStyle(0, 0xff0000);
                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;
            }
            if (t >= 1)
            {
                _index++;
                t = 0;
                if (_index >= _path.length)
                {
                    isClick = false;
                }
            }else
            {
                var cb:BezierNode = _path[_index];
                t += 0.05;
                var p:Vector3D = b(t, new Point((cb.x0 + 0.5) * _cellSize, (cb.y0 + 0.5) * _cellSize),
                new Point((cb.x1 + 0.5) * _cellSize, (cb.y1 + 0.5) * _cellSize),
                new Point((cb.x2+0.5)*_cellSize,(cb.y2+0.5)*_cellSize));
                _player.x = p.x;
                _player.y = p.y;
                _player.rotation = p.z * 180 / Math.PI;
            }
        }
        
        private var t:Number = 0;
        //point x,y tangent z
        private function b(t1:Number, p0:Point, p1:Point, p2:Point):Vector3D
        {
            var t0:Number = 1 - t1;
            var q0x:Number = t0 * p0.x + t1 * p1.x;
            var q0y:Number = t0 * p0.y + t1 * p1.y;
            var q1x:Number = t0 * p1.x + t1 * p2.x;
            var q1y:Number = t0 * p1.y + t1 * p2.y;
            return new Vector3D(t0 * q0x + t1 * q1x, t0 * q0y + t1 * q1y, Math.atan2(q1y - q0y, q1x - q0x));
        }
    }
}

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 bezierFloydPath: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 bezierFloyd(length:Number=6):void {
        var temp:Array =_floydPath/* [];
        for (var i:int = _floydPath.length - 2; i >= 0;i-- ) {
            var n1:Node = _floydPath[i];
            var n2:Node = _floydPath[i + 1];
            temp.unshift(n2);
            /*var l:Number = Point.distance(new Point(n1.x, n1.y), new Point(n2.x, n2.y));
            if (l>length) {
                var a:Number = Math.atan2(n2.y - n1.y, n2.x - n1.x);
                var l2:Number = 2 * length < l?length:l / 2;
                var dx:Number = l2 * Math.cos(a);
                var dy:Number = l2 * Math.sin(a);
                temp.unshift(new Node(n2.x - dx, n2.y - dy));
                temp.unshift(new Node(n1.x + dx, n1.y + dy));
            }*/
        //}
        //temp.unshift(_floydPath[0]);*/
        
        bezierFloydPath = [];
        var bn:BezierNode = new BezierNode;
        bn.type = 0;
        bn.x0 = temp[0].x;
        bn.y0 = temp[0].y;
        bn.x2 = temp[0].x / 2 + temp[1].x / 2;
        bn.y2 = temp[0].y / 2 + temp[1].y / 2;
        bn.x1 = bn.x0 / 2 + bn.x2 / 2;
        bn.y1 = bn.y0 / 2 + bn.y2 / 2;
        bezierFloydPath.push(bn);
        for (var i:int = 1; i < temp.length-1;i++ ) {
            bn = new BezierNode;
            bn.type = 1;
            bn.x0 = temp[i].x / 2 + temp[i-1].x / 2;
            bn.y0 = temp[i].y / 2 + temp[i-1].y / 2;
            bn.x1 = temp[i].x;
            bn.y1 = temp[i].y;
            bn.x2 = temp[i].x / 2 + temp[i+1].x / 2;
            bn.y2 = temp[i].y / 2 + temp[i+1].y / 2;
            bezierFloydPath.push(bn);
        }
        bn = new BezierNode;
        bn.type = 0;
        bn.x0 = temp[temp.length-2].x / 2 + temp[temp.length-1].x / 2;
        bn.y0 = temp[temp.length-2].y / 2 + temp[temp.length-1].y / 2;
        bn.x2 = temp[temp.length-1].x;
        bn.y2 = temp[temp.length - 1].y;
        
        bn.x1 = bn.x0 / 2 + bn.x2 / 2;
        bn.y1 = bn.y0 / 2 + bn.y2 / 2;
        bezierFloydPath.push(bn);
    }
    
    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;
    }
}

class BezierNode {
    public var type:int;//0 直线 1贝塞尔
    public var x0:Number;
    public var y0:Number;
    public var x1:Number;
    public var y1:Number;
    public var x2:Number;
    public var y2:Number;
}