[AS2,算法可视化]人走迷宫算法的可视化实现.

[AS2,算法可视化]人走迷宫算法的可视化实现.

                                                                                                                By EmilMtthtew   05/10/11  

小人在迷宫中寻路是一个非常经典而有趣的算法问题,主要用到的堆栈方面的知识还有一个深度优先搜索。算法的细节可以参考我的日志上的文章:

http://blog.csdn.net/EmilMatthew/archive/2005/10/06/496068.aspx

效果的演示请访问这个站点,由于要用到外部文件,所以只能放在我自己申请空间里进行演示:

只显示最正确的搜一条路线的版本:http://free5.e-168.cn/hhucskx/walkInTheMaze.swf

显示出全部搜索过程的版本: http://free5.e-168.cn/hhucskx/walkInTheMaze2.swf

这里主要谈一下可视化的实现:

其实是相当简单的,我们用堆栈作为存储中间结果的存储体,当然,越在顶上的表示的是越靠近终点的结点。

在本来只是平白的用打印进行输出的地方采用三个数组进行存储结果的转换(依次存放x方向路径,y 方向路径 和移动的方向),然后从数组从后往前进行解析,再对应的加载相应的动画,即可。

我们请来了QQ堂里非常Q的狸猫MM来为我们演示这个效果,大家掌声欢迎.(听说叫小倩,不我我还是喜欢叫她狸猫MM,真的很可爱,PP的样子~~~

另外,由于这里是采用Flash进行实现,外部文件采用了xml 文件的方式来表示地图,

1表示为墙,0表示为路.

具体的例子如下:

<?xml version="1.0" encoding="gb2312"?>

<searchedMap rowNum='8' colNum='11'  startX='1' startY='1' endX='6' endY='6'>

       <row>1,1,1,1,1,1,1,1,1,1,1</row>

       <row>1,0,1,0,0,1,1,1,0,0,1</row>

       <row>1,0,0,0,0,0,1,0,0,1,1</row>

       <row>1,0,1,1,1,0,0,0,1,1,1</row>

       <row>1,0,0,0,1,0,1,1,0,1,1</row>

       <row>1,1,0,0,1,0,1,1,0,0,1</row>

       <row>1,1,1,0,0,0,0,0,0,0,1</row>

       <row>1,1,1,1,1,1,1,1,1,1,1</row>

</searchedMap>

如果你了解xml文件的话,相信对我上面所表达的信息可以说是一目了然.你可以通过变换地图的形式及起终点来观看不同条件下的算法效果.

该说明的部分就到这里了,下面是这个程序的具体实现:

1首先,定义一个结点类: 其实就是对C语言的源程序进行了一个代码转换的工作,你可以在注释中清楚的看到这一点.

class SearchNode

{

       /*

       refraction from c struct  to as2 class

       enum direction{UNSEARCHED,EAST,SOUTH,WEST,NORTH,SEARCHED};

      

       struct searchNode

       {

              enum direction mDir;

              int visited;

       };

       */

       public static var UNSEARCHED:Number=0;

       public static var EAST:Number=1;

       public static var SOUTH:Number=2;

       public static var WEST:Number=3;

       public static var NORTH:Number=4;

       public static var SEARCHED:Number=5;

      

       public var mDir:Number;

       public var visited:Number

      

       public function SearchNode()

       {

              mDir=0;

              visited=0;

       }

}

 

2接下来,就是实现主程序段的时候了:

2.1先谈一下显示最正确的搜一条路线的版本:

function CoreResolve():Void

{

       var transXml:XML=new XML();

       transXml.load(_root.gFileAddress);

       transXml.ignoreWhite=true;

       System.useCodepage = true;

      

       transXml.onLoad=function(success):Void

       {

                     if(success)

                     {    

                            setGlobalVar(transXml);

                            memApply();

                            parseMapInfo(transXml);//for gMapArr.

                            dataInit();//for gAnsArr,gSearchNode.

                            /*Show Map*/

                            showMap();

                            /*Core Algorithms with animation show*/

                            pathSearch();

                     }

                     else

                     {

                            trace3(String("load news.xml error/n"+"this.status:"+this.status+"/n"));

                     }

       }    

}

 

可以看到:

setGlobalVar(transXml),

memApply(),

parseMapInfo(transXml),

dataInit(),      

showMap();这几步,都是算法实现及演示前的准备工作,在这里不做过多介绍,比较简单,具体的可以查看我在最后附上的源码.

下面要实现的,是本程序最为核心的地方,当然,前半部分搜索的过程也就是我blogC语言实现版本的AS2重写而已,对我而言工作量不算大。

最后用红色笔标出的部分,实现了算法存储体与演示效果所需要的存储体---数组间的转换,也是很Easy的,最后用一个SetInterval来实现演示效果,对于我这个还能算得上是AS的熟手而言,这样的工作可谓驾轻就熟,呵呵~~~,就是这么简单.

function pathSearch():Void

{

       var curX:Number=_root.gStartX;

       var curY:Number=_root.gStartY;

       var tmpX:Number=0;

       var tmpY:Number=0;

       var tmpDir:Number=0;

       var flag:Number=1;

       var stackX:eStack=new eStack();

       var stackY:eStack=new eStack();

       var stackDir:eStack=new eStack();

       //animator ulti value.

       var arrX:Array=new Array();

       var arrY:Array=new Array();

       var arrDir:Array=new Array();

       var arrLen:Number=0;

      

       trace(_root.gEndX);

       trace(_root.gEndY);

       if(curX==_root.gEndX&&curY==_root.gEndY)

       {

              stackX.push(curX);

              stackY.push(curY);

              stackDir.push(_root.gSearchNodeArr[curX][curY].mDir);

       }

       else

       {

       while(!(curX==_root.gStartX&&curY==_root.gStartY&&!flag))

              {

                     flag=0;

                     if(!_root.gSearchNodeArr[curX][curY].visited)

                            _root.gSearchNodeArr[curX][curY].visited=1;

              while(_root.gSearchNodeArr[curX][curY].mDir+1!=SearchNode.SEARCHED)

              {

                     _root.gSearchNodeArr[curX][curY].mDir++;//find next direction

                     //EAST,SOUTH,WEST,NORTH,SEARCHED

                     switch(_root.gSearchNodeArr[curX][curY].mDir)

                     {

                     case SearchNode.EAST:tmpX=0;tmpY=1;//printf("e/n");

                                                         break;

                     case SearchNode.SOUTH:tmpX=1;tmpY=0;//printf("s/n");

                                                 break;

                     case SearchNode.WEST:tmpX=0;tmpY=-1;//printf("w/n");

                                                 break;

                     case SearchNode.NORTH:tmpX=-1;tmpY=0;//printf("n/n");

                                                 break;

                     default:

                                   trace3("error dir search/n");

                     }

              if(_root.gMapArr[curX+tmpX][curY+tmpY]==WALKABLE&&!_root.gSearchNodeArr[curX+tmpX][curY+tmpY].visited)

                     {

                                   stackX.push(curX);

                                   stackY.push(curY);

                            stackDir.push(_root.gSearchNodeArr[curX][curY].mDir);

             

                                   curX+=tmpX;

                                   curY+=tmpY;

                                   flag=1;

                                   break;

                     }

              }

                    

                     if(flag&&curX==_root.gEndX&&curY==_root.gEndY)

                     {

                            trace3("target founded/n");

                            trace("target founded/n");

                            break;

                     }

                    

                     if(flag==0&&!(curX==_root.gStartX&&curY==_root.gStartY))

                     {

                            curX=Number(stackX.pop());

                            curY=Number(stackY.pop());

                            stackDir.pop();

                     }

              }

       }

             

              if(flag)

              {

                     arrLen=0;

       arrX[arrLen]=_root.gEndX;//because the target was not push into the stack,have a special consult.

                     arrY[arrLen]=_root.gEndY;

                     arrDir[arrLen]=SearchNode.SOUTH;

                     arrLen++;

                     while(!stackX.isEmpty()&&!stackY.isEmpty())

                     {

                            tmpX=Number(stackX.pop());

                            tmpY=Number(stackY.pop());

                            tmpDir=Number(stackDir.pop());

                            arrX[arrLen]=tmpX;

                            arrY[arrLen]=tmpY;

                            arrDir[arrLen]=tmpDir;

                            arrLen++;

                            _root.gAnsArr[tmpX][tmpY]=1;

                     }

 

       _root.gAnsArr[_root.gEndX][_root.gEndY]=1;//because the target node was not push into the stacks.

                    

                     for(var i:Number=0;i<_root.gRowNum;i++)

                     {

                            var tmpStr:String=new String();

                            for(var j:Number=0;j<_root.gColNum;j++)

                                   if(_root.gAnsArr[i][j]==1)

                                   {    

                                          tmpStr+="o ";

                                          trace3("o  ");

                                   }

                                   else

                                   {    

                                          tmpStr+="* ";

                                          trace3("*  ");

                                   }

                            trace3("/n");

                            trace(tmpStr);

                     }

              }

              else

              {

                     trace3("no way lead to the target node/n");

                     trace("no way lead to the target node/n");

              }

      

       _root.gIndex=arrLen-1;

       _root.attachMovie("mm","newMM",_root.getNextHighestDepth());

       _root.newMM._x=-80;

       _root.newMM._y=-80;

       _root.gIntervalID=setInterval(showAnimator,_root.gFps,arrX,arrY,arrDir);     

}

 

function showAnimator(inArrX:Array,inArrY:Array,inArrDir:Array):Void

{    

       if(_root.gIndex<=-1)clearInterval(_root.gIntervalID);

       else

       {    

             

              eval("_root.newMM")._x=_root.gLeftX+_root.gSquareLen*inArrY[_root.gIndex];//posx

              eval("_root.newMM")._y=_root.gTop+_root.gSquareLen*inArrX[_root.gIndex];//posy

              //dir

              switch(inArrDir[_root.gIndex])

              {

                     case SearchNode.EAST:

                                          eval("_root.newMM").gotoAndStop(2);

                                          break;

                     case SearchNode.SOUTH:

                                          eval("_root.newMM").gotoAndStop(1);

                                          break;

                     case SearchNode.WEST:

                                          eval("_root.newMM").gotoAndStop(4);

                                          break;

                     case SearchNode.NORTH:

                                          eval("_root.newMM").gotoAndStop(3);

                                          break;

                     default:

                            trace3("error dir search/n");

              }

              _root.gIndex--;

       }

}

 

2.2接下来,为了能全面反映算法的具体执行过程,我又做了能显示出全部搜索过程的版本.

其实这个版本在思路上反而要比上面的好作,因为只需要准备三个队列,分别在需要记录走过结点的地方进行入队的操作就可以了。

在实现的时候,发现,如果完全按照算法来,在返回先前结点的时候,会出现“倒”走的现象,这很显然不合量,因此在程序在做了相应的调整.

另外,这个版本的fps亦可通过xml文件中的参数fps进行调节.

这个版本的代码:(注意红笔部分)

function pathSearch():Void

{

       var curX:Number=_root.gStartX;

       var curY:Number=_root.gStartY;

       var tmpX:Number=0;

       var tmpY:Number=0;

       var tmpDir:Number=0;

       var flag:Number=1;

       var stackX:eStack=new eStack();

       var stackY:eStack=new eStack();

       var stackDir:eStack=new eStack();

       //animator ulti value.

 

       var queueX:eQueue=new eQueue();

       var queueY:eQueue=new eQueue();

       var queueDir:eQueue=new eQueue();

      

       //elimate the default queue data.

       queueX.deQueue();

       queueY.deQueue();

       queueDir.deQueue();

 

       trace(_root.gEndX);

       trace(_root.gEndY);

       if(curX==_root.gEndX&&curY==_root.gEndY)

       {

              stackX.push(curX);

              stackY.push(curY);

              stackDir.push(_root.gSearchNodeArr[curX][curY].mDir);

             

              queueX.enQueue(curX);

              queueY.enQueue(curY);

              queueDir.enQueue(SearchNode.SOUTH);

       }

       else

       {

              while(!(curX==_root.gStartX&&curY==_root.gStartY&&!flag))

              {

                     flag=0;

                    

                            if(!_root.gSearchNodeArr[curX][curY].visited)

                                   _root.gSearchNodeArr[curX][curY].visited=1;

                           

                            while(_root.gSearchNodeArr[curX][curY].mDir+1!=SearchNode.SEARCHED)

                            {

                                   _root.gSearchNodeArr[curX][curY].mDir++;//find next direction

                                   //EAST,SOUTH,WEST,NORTH,SEARCHED

                                   switch(_root.gSearchNodeArr[curX][curY].mDir)

                                   {

                                          case SearchNode.EAST:tmpX=0;tmpY=1;//printf("e/n");

                                                 break;

                                          case SearchNode.SOUTH:tmpX=1;tmpY=0;//printf("s/n");

                                                 break;

                                          case SearchNode.WEST:tmpX=0;tmpY=-1;//printf("w/n");

                                                 break;

                                          case SearchNode.NORTH:tmpX=-1;tmpY=0;//printf("n/n");

                                                 break;

                                          default:

                                                 trace3("error dir search/n");

                                   }

                                  

                                   queueX.enQueue(curX);

                                   queueY.enQueue(curY);

                                   queueDir.enQueue(_root.gSearchNodeArr[curX][curY].mDir);

                                  

                                   if(_root.gMapArr[curX+tmpX][curY+tmpY]==WALKABLE&&!_root.gSearchNodeArr[curX+tmpX][curY+tmpY].visited)

                                   {

                                          stackX.push(curX);

                                          stackY.push(curY);

                                          stackDir.push(_root.gSearchNodeArr[curX][curY].mDir);

                                         

                                          trace("flag:"+String(flag)+"("+String(curX)+","+String(curY)+")"+"dir"+_root.gSearchNodeArr[curX][curY].mDir);

                                          curX+=tmpX;

                                          curY+=tmpY;

                                          flag=1;

                                          break;

                                   }

                            }

             

                    

                     if(flag&&curX==_root.gEndX&&curY==_root.gEndY)

                     {

                            trace3("target founded/n");

                            trace("target founded/n");

                           

                            queueX.enQueue(curX);

                            queueY.enQueue(curY);

                            queueDir.enQueue(SearchNode.SOUTH);//let the sprit's last pos face to us.

                           

                            break;

                     }

                    

                     if(flag==0&&!(curX==_root.gStartX&&curY==_root.gStartY))

                     {

                            tmpX=curX-Number(stackX.top());

                            tmpY=curY-Number(stackY.top());

                            if(tmpY==1&&tmpX==0)//go back face adjusting.

                                   tmpDir=SearchNode.WEST;

                            else if(tmpY==-1&&tmpX==0)

                                   tmpDir=SearchNode.EAST;

                            else if(tmpX==1&&tmpY==0)

                                   tmpDir=SearchNode.NORTH;

                            else if(tmpX==-1&&tmpY==0)

                                   tmpDir=SearchNode.SOUTH;

                            else

                                   trace3("error move in search/n");

                           

                            curX=Number(stackX.pop());

                            curY=Number(stackY.pop());

                            stackDir.pop();

                           

                            queueX.enQueue(curX);

                            queueY.enQueue(curY);

                            queueDir.enQueue(tmpDir);

                     }

              }

       }

             

              if(flag)

              {

                    

                     while(!stackX.isEmpty()&&!stackY.isEmpty())

                     {

                            tmpX=Number(stackX.pop());

                            tmpY=Number(stackY.pop());

                            tmpDir=Number(stackDir.pop());

                            _root.gAnsArr[tmpX][tmpY]=1;

                     }

 

                     _root.gAnsArr[_root.gEndX][_root.gEndY]=1;//because the target node was not push into the stacks.

                    

                     for(var i:Number=0;i<_root.gRowNum;i++)

                     {

                            var tmpStr:String=new String();

                            for(var j:Number=0;j<_root.gColNum;j++)

                                   if(_root.gAnsArr[i][j]==1)

                                   {    

                                          tmpStr+="o ";

                                          trace3("o  ");

                                   }

                                   else

                                   {    

                                          tmpStr+="* ";

                                          trace3("*  ");

                                   }

                            trace3("/n");

                            trace(tmpStr);

                     }

              }

              else

              {

                     trace3("no way lead to the target node/n");

                     trace("no way lead to the target node/n");

              }

      

       _root.attachMovie("mm","newMM",_root.getNextHighestDepth());

       _root.newMM._x=-80;

       _root.newMM._y=-80;

       _root.gIntervalID=setInterval(showAnimator2,_root.gFps,queueX,queueY,queueDir);    

}

 

function showAnimator2(inQueueX:eQueue,inQueueY:eQueue,inQueueDir:eQueue):Void

{    

      

      

       if(inQueueX.isEmpty()&&inQueueY.isEmpty()&&inQueueDir.isEmpty())clearInterval(_root.gIntervalID);

       else

       {    

              trace("xQueue"+String(inQueueX.front())+"yQueue"+String(inQueueY.front()));

              eval("_root.newMM")._x=_root.gLeftX+_root.gSquareLen*inQueueY.deQueue();//posx

              eval("_root.newMM")._y=_root.gTop+_root.gSquareLen*inQueueX.deQueue();//posy

              //dir

              switch(inQueueDir.deQueue())

              {

                     case SearchNode.EAST:

                                                 eval("_root.newMM").gotoAndStop(2);

                                                 break;

                     case SearchNode.SOUTH:

                                                 eval("_root.newMM").gotoAndStop(1);

                                                 break;

                     case SearchNode.WEST:

                                                 eval("_root.newMM").gotoAndStop(4);

                                                 break;

                     case SearchNode.NORTH:

                                                 eval("_root.newMM").gotoAndStop(3);

                                                 break;

                     default:

                            trace3("error dir search/n");

              }

       }

}

 

源码下载:

http://emilmatthew.51.net/downloads/WalkInTheMazeAS2.rar

http://emilmatthew.51.net/downloads/WalkInTheMazeAS2V2.rar

        //如果上面这个链接无法响应下载(有可能是被网站给屏蔽掉了),则可使用下载工具(如迅雷等)下载。

欢迎提出批评与指正意见!

 

 

评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值