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

forked from: Pathfinder2: Path Harder

/**
 * Copyright Albert ( http://wonderfl.net/user/Albert )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/zoNS
 */

// forked from mutantleg's Pathfinder2: Path Harder
package {
    import flash.display.Graphics;
    import flash.events.Event;
    import flash.geom.Rectangle;
    import flash.display.Bitmap;
    import flash.display.BitmapData;
    import flash.display.Sprite;
    import flash.geom.ColorTransform;
    
    public class FlashTest extends Sprite {
        
        private var wi: int = 460;
        private var he: int = 460;
        private var colortrans: ColorTransform = new ColorTransform(1.0, 1.0, 0.999, 0.999);
             
        
        public function FlashTest() {
        
            //using a map of 256x256 because that is the maximum size
            //for starcraft2, warcraft3 etc.
            map = new BitmapData(wi, he,false,0x808080);
            footsteps = new BitmapData(wi, he, true, 0x0);
            
            var i:int;
            var rect:Rectangle;
            
            rect = new Rectangle();
            
            for (i = 0; i < 320; i++)
            {
                rect.x = Math.random()*wi;
                rect.y = Math.random()*he;
                if (Math.random() < 0.5)
                {
                rect.width = 3 + Math.random()*16;
                rect.height = 1 + Math.random()*150;
                }
                else
                {
                rect.width = 1 + Math.random()*150;
                rect.height = 3 + Math.random()*16;             
                }//endif

                
                
                
                map.fillRect(rect, 0);
                
            }//nexti
            
            
            pic = new Bitmap(map);
            addChild(pic);
            addChild(new Bitmap(footsteps));
            
            mwidth = map.width;
            mheight = map.height;
            vecGrid = getGrid(map);
            
            pfind = new xPathFind();
            pfind.buildZone(vecGrid, mwidth, mheight, 1,1);
            
            addChild(pfind.debLayer);
            pfind.debLayer.alpha = 0.1;
            
            
            var a:xActor;
            var k:int;
            
            vecAct = new Vector.<xActor>(0, false);
            
            for (i = 0; i < 512; i++)
            {
                a = new xActor();
                
                for (k = 0; k < 64; k++)
                {
                    a.cx = Math.random() * wi;
                    a.cy = Math.random() * he;
                    
                    if (isWall(a.cx,a.cy) == false) { k=65; }
                }//nextk
                
                vecAct.push(a);
            }//nexti
            
            
            layerAct = new Sprite();
            addChild(layerAct);
            
            stage.addEventListener(Event.ENTER_FRAME, onEnter);
        }//ctor
        
        public var layerAct:Sprite;
        
        public var map:BitmapData;
        public var footsteps:BitmapData;
        public var pic:Bitmap;
        public var vecGrid:Vector.<int> = null;
        public var mwidth:int = 0;
        public var mheight:int = 0;
        public var pfind:xPathFind;
        
        public var vecAct:Vector.<xActor>;
        
        public function onEnter(e:Event):void
        {
            var a:xActor;
            var num:int;
            var i:int;
            var g:Graphics;
            var p:xPoint;
            var vx:Number;
            var vy:Number;
            var dx:Number;
            var dy:Number;
            var jx:Number;
            var jy:Number;
            var ang:Number;
            var k:int;
            
            g = layerAct.graphics;
            
            g.clear();
           // g.lineStyle(1,0xFF0000);
            
            num = vecAct.length;
            footsteps.lock();
            for (i = 0; i < num; i++)
            {
                a = vecAct[i];
                
               g.beginFill(a.move <= 0? 0x00FF00 : 0xFF0000 * i / num, 1);
               // g.beginFill(0xFF0000,1);
                 g.drawCircle(a.cx,a.cy,2);
                g.endFill();
                
                var color:uint = footsteps.getPixel32(a.cx, a.cy);
                var alpha:uint = color >> 24;
                alpha = 0xff - (0xff-alpha)*5/7;
                color = (alpha << 24) | 0x900000;
                footsteps.setPixel32(a.cx, a.cy, color);                
                
                //find random point to go to
                if (a.move <= 0)
                {
                   // a.cx += 1;
                     a.wait += 1 + Math.random()*7;
                }
                
                if (a.wait >= 30)
                {
                    a.wait = 0;
                   
                   if (stage.mouseX > 10 && stage.mouseX < wi-10 &&
                       stage.mouseY > 10 && stage.mouseY < he-10)
                   {
                       a.gx = stage.mouseX;
                       a.gy = stage.mouseY;
                   }
                   else
                  { 
                   for (k = 0; k < 64; k++)
                   {
                       a.gx = Math.random() * wi;
                       a.gy = Math.random() * he;
                       if (isWall(a.gx, a.gy)==false) { k=65; }
                   }//nextk 
                   
                  }
                   if (isWall(a.gx, a.gy)) { continue; }
                 
                    var err:int;
                    err = pfind.startPath(a.cx, a.cy, a.gx, a.gy);
                    if (err != 1) { continue; } 
                    //something went wrong
                    //e.g. we want to move in the same zone, zone is unreachable etc.
                    //i'm not handling them for now because i cant be arsed
                    while (pfind.bFinish == false) { pfind.findPath(256);  }
                    a.vecPath = pfind.getPath();
                    a.cur = 0;
                    a.move = 1;
                    
                }//endif
                
                
                
                
                //follow path
                if (a.move > 0)
                {
                    if (a.cur >= a.vecPath.length) { a.move = 0; continue;}
                    
                    
                    jx = a.vecPath[a.cur].cx;
                    jy = a.vecPath[a.cur].cy;
                    
                    dx = jx - a.cx; 
                    dy = jy - a.cy; 
                    ang = Math.atan2(dy, dx);
                    vx = Math.cos(ang) * 1.0;
                    vy = Math.sin(ang) * 1.0;

                        //note -- no wall checking for now

                    a.cx += vx;
                    a.cy += vy;
                    
                      if (Math.abs(dx) <= 2 && Math.abs(dy) <= 2)             
                       {
                           a.cur += 1;
                           //note -- no string pulling for now
                       }//endif2
                       
                       
                       //draw path (debug)
                       /*
                       g.lineStyle(1,0xFF0000);
                       var vxp:xPoint;
                        var vi:int;
                        var vn:int;
                        var vp:Vector.<xPoint>;
                         vp = a.vecPath;
                        if (vp == null) { continue; }
                         vn = vp.length;
                         
                        
                        for (vi = 0; vi < vn; vi++)
                        {
                            vxp = vp[vi];
                           // g.drawCircle(vxp.cx, vxp.cy, 4);
                        }
                        for (vi = 0; vi < vn; vi++)
                        {
                            vxp = vp[vi];
                            //g.drawCircle(vxp.cx, vxp.cy, 4);
                            if (vi == 0) { g.moveTo(vxp.cx, vxp.cy); }
                            else {
                            g.lineTo(vxp.cx, vxp.cy); }
                            
                        }//nextvi
                        */
                }//endif
                
                
            }//nexti
            
            footsteps.unlock();
            footsteps.colorTransform(map.rect, colortrans);
        }//onenter
        
        
        
        public function isWall(tx:int, ty:int):Boolean
        {
            if (tx < 0) { return true; }
            if (ty < 0) { return true; }
            if (tx >= mwidth) { return true; }
            if (ty >= mheight) { return true; }
            
            return vecGrid[(ty * mwidth) + tx] <= 0;
        }//iswall

        
        
        public function getGrid(m:BitmapData):Vector.<int>
        {
            var vec:Vector.<int>;
            var mw:int;
            var mh:int;
            var i:int;
            var k:int;
            var num:int;
            var yt:int;
            
            mw = m.width;
            mh = m.height;
            num = mwidth * mheight;
            
            vec = new Vector.<int>(num, false);
            
            for (i = 0; i < mh; i++)
            {
                yt = i * mw;
                
                for (k = 0; k < mw; k++)
                {
                    vec[yt+k] = m.getPixel(k, i) <= 0 ? 1 : 0;
                }//nextk
            }//nexti

            
            return vec;
        }//getgrid
        
        
        
        
        
        
    }//classend
}
import flash.display.Sprite;


internal class xActor
{
    public var cx:Number = 0;
    public var cy:Number = 0;
    
    public var gx:Number = 0;
    public var gy:Number = 0;
    
    public var cur:int = 0;
    
    public var vecPath:Vector.<xPoint> = null;


    public var move:int = 0;
    
    public var wait:int = 0;
    
}//xactor


internal class xPoint 
    {
        
          public var cx:Number = 0;
          public var cy:Number = 0;
          
          public function xPoint(x:Number=0, y:Number=0)
          {
            cx = x;
            cy = y;
          }//ctor
        
    }//xpoint
    
internal class xZone 
    {

        public var cx:Number = 0;
        public var cy:Number = 0;
        public var cw:Number = 0;
        public var ch:Number = 0;
        
          public var mx:Number = 0; //center
          public var my:Number = 0;
        
        public var group:int = 0;
        
        public var col:uint = 0; //color (debug)
        
        public var cost:Number = 0;
        
        public var frame:int = 0; //if same as curframe we already checked this one (eliminating the closed array)
        
        public var parent:xZone = null; //used for building final path
        
        public var vecNext:Vector.<xZone> = new Vector.<xZone>(0,false); //neighboring zones

    }//xzone
    
    
internal class xPathFind 
  {
      
      public var vecZone:Vector.<xZone> = new Vector.<xZone>;
 
 
        public var maxOpen:int; 
        public var vecOpen:Vector.<xZone> = new Vector.<xZone>(8192, false);
        public var curFrame:int = 0;
        public var it:int = 0;
        
        
        public var startx:Number = 0;
        public var starty:Number = 0;
        public var endx:Number = 0;
        public var endy:Number = 0;

        public var start:xZone;
        public var goal:xZone;
        public var lastZone:xZone;
        
        public var bFinish:Boolean = true;
        
        public var debLayer:Sprite = new Sprite();


        public function startPath(sx:Number, sy:Number, ex:Number, ey:Number):int
        { 
          var a:xZone;
          var b:xZone;
          
          a = getZone(sx, sy);
          b = getZone(ex, ey);
        
            bFinish = true;
            
          if (a == null) { return -1; } //no start
          if (b == null) { return -2; } //no goal
          if (a == b) { return 0; }     //same zone
          if (a.group != b.group) { return -99; } //unreachable //(maybe it should be the same for no goal?)
          
            startx = sx;
            starty = sy;
            
            endx = ex;
            endy = ey;
          
            startPath2(a, b);
        
          return 1;
        }//startpath
        
        
        //so far this might be the slowest one (goes through all zones)
        public function getZone(wx:Number, wy:Number):xZone
        {
          var i:int;
          var num:int;
          var a:xZone;
          
          num = vecZone.length;
          
          for (i = 0; i < num; i++)
          {
            a = vecZone[i];
            if (wx < a.cx) { continue;}
            if (wy < a.cy) { continue; }
            if (wx > a.cx+a.cw) { continue; }
            if (wy > a.cy+a.ch) { continue; }
            
            return a;
          }//nexti
          
          return null;
        }//getzone
        
        
        public function startPath2(startzone:xZone, goalzone:xZone):void
        {
        
            bFinish = false;
            lastZone = null;
        
            start = startzone;
            goal = goalzone;
            
            curFrame += 1;
        
            vecOpen[0] = start;
            it = 1;
            
            start.frame = curFrame;
            start.parent = null;
            start.cost = 0; //set first zone cost to 0
            
        
        }//startpath2
        
        
        public function findPath(numstep:int=256):void
        {
            if (bFinish) return; 
        
            var i:int;
            var a:xZone;
            var k:int;
            var vec:Vector.<xZone>;
            var b:xZone;
            var num:int;
            var nk:int;
            var mcost:Number;
            
            //no function calls, no worry about overflowing the stack 

            
            for (i = 0; i < numstep; i++)
            {
                if (it <= 0)
                { 
                  bFinish = true;
                  lastZone = null; 
                  return;
                } //endif
                
                //todo -- check vecopen size
                //get node with lowest cost
                    mcost = 9999999;
                    a = vecOpen[0];
                    for (k = 0; k < it; k++)
                    {
                        b = vecOpen[k];
                        if (b.cost < mcost)
                        {
                           mcost = b.cost;
                           a = b;
                           nk = k;
                        }
                    }//nextk
                    
                  //take out the node from the open
                    vecOpen[nk] = vecOpen[it - 1];
                    it -= 1;

                //check if goal is reached
                    if (a == goal)
                    { 

                      lastZone = a;
                      bFinish = true;
                      return; 
                    }//endif
                
                
                //add neighbours of node to open
                
                  vec = a.vecNext;
                  num = vec.length;
                  
                  for (k = 0; k < num; k++)
                  {
                     b = vec[k];
                     if (b.frame == curFrame) { continue; } 
                     b.frame = curFrame;
                     
                     //todo -- since rectangles are used for zones
                     //just getting the center for calculating the distance
                     //is fast but not accurate
                
                            if (a == start)
                            {
                                b.cost = mcost + Math.sqrt((startx - b.mx) * (startx - b.mx) + (starty - b.my) * (starty - b.my));
                            }
                            else
                            {                      
                                  b.cost = mcost + Math.sqrt((a.mx - b.mx) * (a.mx - b.mx) + (a.my - b.my) * (a.my - b.my));
                            }//endif
              
                     b.parent = a;
    
                      vecOpen[it] = b;
                      it += 1;
                  }//nextk
                  
            }//nexti          

        }//findpath
        
        
        
        //usage:
        //buildzone -- use it to refresh the zone data for path finding
        //startpath -- then use findpath until bFinished
        //then claim your finished path
        //note: string pulling is not performed in this one
        //its expected to be done in realtime
        public function getPath():Vector.<xPoint>
        {
            var a:xZone;
            var b:xZone;
            
            
            var vec:Vector.<xPoint>;
            
            vec = new Vector.<xPoint>(0, false);
            
            a = lastZone;
            
            
            if (a == null) { return null; }
           
          
            var prevx:Number;
            var prevy:Number;
            
            var kx:Number;
            var ky:Number;
            
            var ry:Number;
            var sy:Number;
            
            prevx = -1;
            prevy = -1;
             
            kx = a.mx;
            ky = a.my;
            

                vec.push(new xPoint(endx, endy) );
            while (a != null)
            {
              
                b = a;
                a = a.parent;
                 
                if (a == null) { break; }
                
              
             
                if (a.cx + a.cw-0.1 < b.cx)
                {
                    
                    kx = a.cx + a.cw;
                    
                      ry = a.cy > b.cy ? a.cy : b.cy;
                    sy = a.cy + a.ch < b.cy + b.ch ? a.cy + a.ch : b.cy + b.ch;
                    
                    ky = (ry + sy) * 0.5; 
                    
                    //correction -- visit the center if both portals are on the same side
                    //todo -- sometimes it doest it, sometimes it dont (???)
                    //maybe we need a.mx in some(?)
                        if (prevx == kx) { vec.push(new xPoint(b.mx, b.my)); }
                    
                  
                    vec.push(new xPoint(kx, ky) );
                    
                }
                else if (b.cx + b.cw-0.1 < a.cx) 
                {
                    kx = b.cx + b.cw;

                    ry = a.cy > b.cy ? a.cy : b.cy;
                    sy = a.cy + a.ch < b.cy + b.ch ? a.cy + a.ch : b.cy + b.ch;
                    
                    ky = (ry + sy) * 0.5; 
                    
                            if (prevx == kx) { vec.push(new xPoint(b.mx, b.my)); }
                        
                    
                      vec.push(new xPoint(kx, ky) );
                     
                }
                else if (a.cy + a.ch-0.1 < b.cy)
                {
                    ky = a.cy + a.ch;
                    
                    ry = a.cx > b.cx ? a.cx : b.cx;
                    sy = a.cx + a.cw < b.cx + b.cw ? a.cx + a.cw : b.cx + b.cw;
                    
                    if (prevy == ky) { vec.push(new xPoint(b.mx, b.my)); }
                    
                    kx = (ry + sy) * 0.5; 
                  
                      vec.push(new xPoint(kx, ky) );
                }
                else //b.cy+b.ch < a.cy
                {
                      ky = b.cy + b.ch;
                    
                    ry = a.cx > b.cx ? a.cx : b.cx;
                    sy = a.cx + a.cw < b.cx + b.cw ? a.cx + a.cw : b.cx + b.cw;
                 
                      if (prevy == ky) { vec.push(new xPoint(b.mx, b.my)); }
                    
                    kx = (ry + sy) * 0.5; 

                     vec.push(new xPoint(kx, ky) );
                }
                
                prevx = kx;
                prevy = ky;
  
            }//wend

               vec.push(new xPoint(startx, starty) );
    
              return vec.reverse();
        }//drawpath

 
 

 
        //so the maximum size of a zone is 16x16 
        //so an open map will have at least 256 zones
        //ok so for the vecgrid -- 0 wall      bigger than 0 walkable
        //need to convert your grid according to that first
        public function buildZone(vecGrid:Vector.<int>, mw:int, mh:int,  cellw:Number=1.0, cellh:Number=1.0):void
        {
            var a:xZone;
            var i:int;
            var k:int;
            var yt:int;
            var t:int;
            var vec:Vector.<int>;
            
            debLayer.graphics.clear();
            debLayer.graphics.lineStyle(1, 0xFF, 0.5);
            
            vec = copyVec(vecGrid);
            
            vecZone = new Vector.<xZone>(0, false);
            
            var n:int;
            var h:int;
            var m:int;
            
            for (i = 0; i < mh; i++)
            {
                yt = i * mw;
                for (k = 0; k < mw; k++)
                {
                    t = vec[yt+k];
            
                    if (t <= 0) {  continue; }
                    
                    
                    n = getClosex(vec, mw, k, i);
                    
                   // var wn:int;
                   // wn = n - k;
                   //limit size
                    if ((n - k) > 16) { n = k + 16; }

                    
                    for (h = i; h < mh; h++)
                    {
                     m = getClosex(vec, mw,  k, h);
                     if (m < n) {  break; }
                     //limit size
                     if ((h - i) > 16) { break; }
                    }//nexth
                    
                    a = new xZone();
                     a.cx = k;     a.cw = n - k;
                     a.cy = i;     a.ch = h - i;
                     a.group = 0;  a.col = 0xff; 
                    vecZone.push(a);
                    
                    setRect(vec, mw, mh, a.cx,a.cy,a.cw,a.ch, 0);                    
                    vec[yt+k] = 1;
                    
                    //convert to cell size
                    a.cx *= cellw; a.cy *= cellh;
                    a.cw *= cellw; a.ch *= cellh;
                    
                    a.mx = a.cx + (a.cw * 0.5);
                    a.my = a.cy + (a.ch * 0.5);
  
                    k = n;
                    
                    debLayer.graphics.drawRect(a.cx,a.cy,a.cw,a.ch);
                   
                    
                }//nextk
            }//nexti

            //build connections
            
            var num:int;
            var b:xZone;
            
            num = vecZone.length;
            for (i = 0; i < num; i++)
            {
                a = vecZone[i];
                
                for (k = 0; k < num; k++)
                {
                    if (i == k) { continue; }
                    
                    b = vecZone[k];
                    
                    if (a.cx + a.cw < b.cx) { continue; } 
                    if (a.cy + a.ch < b.cy) { continue; }
                    if (b.cx + b.cw < a.cx) { continue; } 
                    if (b.cy + b.ch < a.cy) { continue; }
                    
                    //new -- corner fix
                     if ((a.cx + a.cw) == b.cx && (a.cy+a.ch) == b.cy) { continue; }
                     if ((b.cx + b.cw) == a.cx && (b.cy+b.ch) == a.cy) { continue; }
                     if ((a.cx + a.cw) == b.cx && (b.cy+b.ch) == a.cy) { continue; }
                     if ((b.cx + b.cw) == a.cx && (a.cy+a.ch) == b.cy) { continue; }
                     
              
                    a.vecNext.push(b);
   
                }//nextk                
            }//nexti

            
            genGroup();
            

        }//buildzone
        
        
        
        public function genGroup():void
        {
            var temp:Vector.<xZone>;
            var ti:int;
            var vec:Vector.<xZone>;
            var numk:int;
            var num:int;
            var i:int;
            var k:int;
            var a:xZone;
            var b:xZone;
            var group:int;
            var debcol:uint;
         
            
            group = 1; //dont start at 0 or its infinite loop
            
            num = vecZone.length;
            
            temp = new Vector.<xZone>(num, false);
            
            for (i = 0; i < num; i++)
            {
                a = vecZone[i];
            
                if (a.group != 0) { continue; }

                debcol = 0x888888 + (Math.random()*0x777777);
                group += 1;
                ti = 0;
                
                temp[0] = a;
                ti = 1;
                
                while (ti > 0)
                {
                    a = temp[ti - 1];
                    ti -= 1;
                    
                    if (a.group != 0) { continue;}
                    a.group = group;
                    a.col = debcol;
                                      
                    vec = a.vecNext;
                    numk = vec.length;
                    
                    for (k = 0; k < numk; k++)
                    {
                        b = vec[k];
                        temp[ti] = b;
                        ti += 1;                    
                    }//nextk
                
                }//wend
                
            
            }//nexti    
            
        }//gengroup 
        
    
         //compacted these small functions according to my eternal battle with readability
         
        public function getClosex(vec:Vector.<int>, mw:int, ax:int, ay:int):int
        {
            var k:int;   var yt:int;     var t:int;
            yt = ay * mw; 
            for (k = ax; k < mw; k++)
            {    t = vec[yt + k]; if (t <= 0) { return k;}  }
            return mw;
        }//getclose
        
  
        public function copyVec(vec:Vector.<int>):Vector.<int>
        {
            var i:int;        var num:int;        var ret:Vector.<int>;  
            num = vec.length;  ret = new Vector.<int>(num, false);
            for (i = 0; i < num; i++)   { ret[i] = vec[i]; }
            return ret;
        }//copyvec
        
        
        public function setRect(vec:Vector.<int>,mw:int,mh:int,  ax:int, ay:int, aw:int, ah:int, c:int):void
        {
            var ex:int;   var ey:int;  var i:int;  var k:int;  var yt:int;  
            ex = ax + aw;   ey = ay + ah;
            if (ax < 0) { ax = 0;  }        if (ay < 0) { ay = 0;  }
            if (ex > mw) { ex = mw;   }     if (ey > mh) { ey = mh;    }
            if (ax >= mw) { return;  }      if (ay >= mh){ return;  }
            if (ex < 0) { return;  }        if (ey < 0) { return;  }
            for (i = ay; i < ey; i++) { yt = i * mw;  for (k = ax; k < ex; k++) {    vec[yt+k] = c;  }  }
        }//setrect 
        
        
        
    }//classend