astar 迷路生成
...
@author sliz http://game-develop.net/blog/
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.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 Test 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 Test(){
stage.align = StageAlign.TOP_LEFT;
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.frameRate = 100;
addChild(imageWrapper);
imageWrapper.addChild(image);
makePlayer();
var w:Window = new Window(this, 20, 20, "tool");
numCols = new LabelInput("numCols ", "numCols");
numCols.setValue("115");
w.add(numCols);
numRows = new LabelInput("numRows ", "numRows");
w.add(numRows);
numRows.setValue("115");
cellSize = new LabelInput("cellSize", "cellSize");
cellSize.setValue("4");
w.add(cellSize);
density = new LabelInput("density ", "density");
density.setValue("0.1");
w.add(density);
isEight = new Checkbox("eight directions");
isEight.setToggle(true);
w.add(isEight);
tf = new Label("info");
w.add(tf);
w.add(new sliz.miniui.Link("author sliz"));
var btn:Button = new Button("new", 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 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(int(numRows.getValue())/2)*2+1;
var cols:int = int(int(numCols.getValue())/2)*2+1;
_cellSize = int(cellSize.getValue());
_grid = new Grid(cols, rows);
//var maze:Array = boutaoshi(rows, cols);
var maze:Array = anahori(rows, cols);
/*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);
}*/
for (var y:int = 0; y < maze.length; y++){
for (var x:int = 0; x < maze[y].length; x++) {
_grid.setWalkable(x, y, maze[y][x] == 1);
}
}
// _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 = _cellSize*1.5;
_player.y = _cellSize*1.5;
path.graphics.clear();
}
public function anahori(numRows:int, numCols:int):Array {
const DIR:Array =
[
[ 1, 0],
[-1, 0],
[ 0, 1],
[ 0, -1]
];
var maze:Array = [];
for (var y:int = 0; y < numRows; y++){
maze[y] = [];
for (var x:int = 0; x < numCols; x++){
maze[y][x] = 0;
}
}
var px:int = 1+int(Math.random() * numCols-2);
var py:int = 1+int(Math.random() * numRows-2);
var xys:Vector.<int> = new Vector.<int>;
xys.push(px, py);
while (xys.length) {
py = xys.pop();
px = xys.pop();
var random:Array = shakedIntegers(4);
for (var i:int = 0; i < 4; i++)
{
var dir:Array = DIR[random[i]];
y = py + dir[1];
x = px + dir[0];
var y2:int = y + dir[1];
var x2:int = x + dir[0];
if (x2<0||y2<0||x2>=numCols||y2>=numRows) {
continue;
}
if (maze[y2][x2] == 0)
{
maze[y][x] = 1;
maze[y2][x2] = 1;
xys.push(x2, y2);
}
}
}
return maze;
}
public function shakedIntegers(size:int):Array {
var arr:Array = [];
for (var i:int = 0; i < size;i++ ) {
arr.splice(int((i+1) * Math.random()), 0, i);
}
return arr;
}
public function boutaoshi(numRows:int, numCols:int):Array {
var maze:Array = [];
for (var y:int = 0; y < numRows; y++){
maze[y] = [];
for (var x:int = 0; x < numCols; x++){
if (y == 0 || x == 0 || y == numRows - 1 || x == numCols - 1 || y % 2 == 0 && x % 2 == 0){
maze[y][x] = 1;
} else {
maze[y][x] = 0;
}
}
}
for (y = 2; y < numRows - 1; y += 2){
var dx:int = 2;
var dy:int = y;
switch (int(Math.random() * 4)){
case 0:
dx++;
break;
case 1:
dx--;
break;
case 2:
dy++;
break;
case 3:
dy--;
break;
}
if (maze[dy][dx] != 1){
maze[dy][dx] = 1;
} else
y -= 2;
}
for (x = 4; x < numCols - 1; x += 2){
for (y = 2; y < numRows - 1; y += 2){
dx = x;
dy = y;
switch (int(Math.random() * 3)){
case 0:
dy++;
break;
case 1:
dy--;
break;
case 2:
dx++;
break;
}
if (maze[dy][dx] != 1){
maze[dy][dx] = 1;
} else
y -= 2;
}
}
return maze;
}
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(2, 0xff0000, 1);
path.graphics.moveTo(_player.x, _player.y);
}
private function findPath():void {
var time:int = getTimer();
if (astar.findPath()){
time = getTimer() - time;
tf.text = time + "ms length:" + astar.path.length;
_path = astar.path;
_index = 0;
isClick = true;
} 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);
}
}
}
}
/**
* ...
* @author sliz http://game-develop.net/blog/
*/
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;
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 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 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 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 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 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;
}
}