js实现的A星算法

版权声明:本文为博主原创文章,未经博主允许不得转载。 https://blog.csdn.net/qq_39687901/article/details/85697127

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();

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转载自blog.csdn.net/qq_39687901/article/details/85697127