cocos2d - JS A*算法 :
创建地图 ( map对象 ) :
var map = {
rows : 5,
cols : 5,
arr : [
[0,0,1,0,0],
[0,0,1,0,0],
[0,1,0,0,0],
[0,1,0,1,0],
[0,0,0,1,0],
]
}
var result = this.searchRoad(map,0,0,4,4)
cc.log(result)
计算获得移动路径数组 :
//其中的MAP.arr是二维数组
searchRoad :function (MAP, start_x, start_y, end_x, end_y){
var openList=[], //开启列表
closeList=[], //关闭列表
result=[], //结果数组
result_index; //结果数组在开启列表中的序号
openList.push({x:start_x,y:start_y,G:0});//把当前点加入到开启列表中,并且G是0
do{
var currentPoint = openList.pop();
closeList.push(currentPoint);
var surroundPoint=SurroundPoint(currentPoint);
for(var i in surroundPoint) {
var item = surroundPoint[i]; //获得周围的八个点
if (
item.x >= 0 && //判断是否在地图上
item.y >= 0 &&
item.x < MAP.rows &&
item.y < MAP.cols &&
MAP.arr[item.x][item.y] != 1 && //判断是否是障碍物
!existList(item, closeList) && //判断是否在关闭列表中
MAP.arr[item.x][currentPoint.y] != 1 && //判断之间是否有障碍物,如果有障碍物是过不去的
MAP.arr[currentPoint.x][item.y] != 1){
//g 到父节点的位置
//如果是上下左右位置的则g等于10,斜对角的就是14
var g = currentPoint.G + ((currentPoint.x - item.x) * (currentPoint.y - item.y) == 0 ? 10 : 14);
if (!existList(item, openList)) { //如果不在开启列表中
//计算H,通过水平和垂直距离进行确定
item['H'] = Math.abs(end_x - item.x) * 10 + Math.abs(end_y - item.y) * 10;
item['G'] = g;
item['F'] = item.H + item.G;
item['parent'] = currentPoint;
openList.push(item);
}
else { //存在在开启列表中,比较目前的g值和之前的g的大小
var index = existList(item, openList);
//如果当前点的g更小
if (g < openList[index].G) {
openList[index].parent = currentPoint;
openList[index].G = g;
openList[index].F=g+openList[index].H;
}
}
}
}
//如果开启列表空了,没有通路,结果为空
if(openList.length == 0) {
break;
}
openList.sort(sortF);//这一步是为了循环回去的时候,找出 F 值最小的, 将它从 "开启列表" 中移掉
}while(!(result_index=existList({x:end_x,y:end_y},openList)));
//判断结果列表是否为空
if(!result_index)
{
result = [];
}
else
{
var currentObj=openList[result_index];
do{
//把路劲节点添加到result当中
result.unshift({
x:currentObj.x,
y:currentObj.y
});
currentObj=currentObj.parent;
}while (currentObj.x != start_x || currentObj.y != start_y);
}
return result;
},
全局方法 :
//用F值对数组排序
function sortF(a,b){
return b.F - a.F;
}
//获取周围八个点的值
function SurroundPoint(curPoint){
var x = curPoint.x,
y = curPoint.y;
return [
{x:x-1,y:y-1},
{x:x,y:y-1},
{x:x+1,y:y-1},
{x:x+1,y:y},
{x:x+1,y:y+1},
{x:x,y:y+1},
{x:x-1,y:y+1},
{x:x-1,y:y}
]
}
//判断点是否存在在列表中,是的话返回的是序列号
function existList(point,list) {
for(var i in list)
{
if(point.x == list[i].x && point.y == list[i].y)
{
return i;
}
}
return false;
}
完整 cocos2d - JS 实例 :
(复制可以直接使用 只需要在resource里有三种图片即可)
- 0 : 为可走路径
- 1 : 为不可走路径
- 9 : 为主角
完整代码 :
//用F值对数组排序
function sortF(a,b){
return b.F - a.F;
}
//获取周围八个点的值
function SurroundPoint(curPoint){
var x = curPoint.x,
y = curPoint.y;
return [
{x:x-1,y:y-1},
{x:x,y:y-1},
{x:x+1,y:y-1},
{x:x+1,y:y},
{x:x+1,y:y+1},
{x:x,y:y+1},
{x:x-1,y:y+1},
{x:x-1,y:y}
]
}
//判断点是否存在在列表中,是的话返回的是序列号
function existList(point,list) {
for(var i in list)
{
if(point.x == list[i].x && point.y == list[i].y)
{
return i;
}
}
return false;
}
var map = {
rows : 5,
cols : 5,
arr : [
[0,0,1,0,0],
[0,0,1,0,0],
[0,1,0,0,0],
[0,1,0,1,0],
[0,0,0,1,0],
]
}
var MyPos = null;
var MySprite = null;
var HelloWorldLayer = cc.Layer.extend({
ctor:function () {
this._super();
this.Astar();
},
call_Back: function(event,touch){
cc.log("touch",event._parent.AstarX,event._parent.AstarY)
var endX = event._parent.AstarX,
endY = event._parent.AstarY;
var result = this.searchRoad(map,MyPos.x,MyPos.y,endX,endY);
this.schedule(function(){
var road = result.shift()
if(road)
{
var action = cc.moveTo(0.24,240+34*road.y,350-36*road.x);
MySprite.runAction(action);
MyPos = cc.p(road.x,road.y);
}
},0.25)
},
Astar: function(){
MyPos = cc.p(0,0);
for(var i = 0; i < map.rows; i++)
{
for(var j = 0; j < map.cols; j++)
{
var temp = new cc.Menu(new cc.MenuItemImage("res/"+map.arr[i][j]+".png", "res/"+map.arr[i][j]+".png", this.call_Back, this));
temp.setPosition(240+34*j,350-36*i);
temp.AstarX = i;
temp.AstarY = j;
this.addChild(temp);
if(i == 0 && j == 0)
{
var temp = new cc.Sprite("res/9.png")
MySprite = temp;
temp.setPosition(240+34*j,350-36*i);
this.addChild(temp,1000);
}
}
}
},
//其中的MAP.arr是二维数组
searchRoad :function (MAP, start_x, start_y, end_x, end_y){
var openList=[], //开启列表
closeList=[], //关闭列表
result=[], //结果数组
result_index; //结果数组在开启列表中的序号
openList.push({x:start_x,y:start_y,G:0});//把当前点加入到开启列表中,并且G是0
do{
var currentPoint = openList.pop();
closeList.push(currentPoint);
var surroundPoint=SurroundPoint(currentPoint);
for(var i in surroundPoint)
{
var item = surroundPoint[i]; //获得周围的八个点
if (
item.x >= 0 && //判断是否在地图上
item.y >= 0 &&
item.x < MAP.rows &&
item.y < MAP.cols &&
MAP.arr[item.x][item.y] != 1 && //判断是否是障碍物
!existList(item, closeList) && //判断是否在关闭列表中
MAP.arr[item.x][currentPoint.y] != 1 && //判断之间是否有障碍物,如果有障碍物是过不去的
MAP.arr[currentPoint.x][item.y] != 1){
//g 到父节点的位置
//如果是上下左右位置的则g等于10,斜对角的就是14
var g = currentPoint.G + ((currentPoint.x - item.x) * (currentPoint.y - item.y) == 0 ? 10 : 14);
if (!existList(item, openList)) { //如果不在开启列表中
//计算H,通过水平和垂直距离进行确定
item['H'] = Math.abs(end_x - item.x) * 10 + Math.abs(end_y - item.y) * 10;
item['G'] = g;
item['F'] = item.H + item.G;
item['parent'] = currentPoint;
openList.push(item);
}
//存在在开启列表中,比较目前的g值和之前的g的大小
else
{
var index = existList(item, openList);
//如果当前点的g更小
if (g < openList[index].G)
{
openList[index].parent = currentPoint;
openList[index].G = g;
openList[index].F=g+openList[index].H;
}
}
}
}
//如果开启列表空了,没有通路,结果为空
if(openList.length == 0)
{
break;
}
//这一步是为了循环回去的时候,找出 F 值最小的, 将它从 "开启列表" 中移掉
openList.sort(sortF);
}while(!(result_index=existList({x:end_x,y:end_y},openList)));
//判断结果列表是否为空
if(!result_index)
{
result = [];
}
else
{
var currentObj=openList[result_index];
do{
//把路劲节点添加到result当中
result.unshift({
x:currentObj.x,
y:currentObj.y
});
currentObj=currentObj.parent;
}while (currentObj.x != start_x || currentObj.y != start_y);
}
return result;
},
});
var HelloWorldScene = cc.Scene.extend({
onEnter:function () {
this._super();
var layer = new HelloWorldLayer();
this.addChild(layer);
}
});