鉴于论坛js的氛围有点闷,特开源一个简单的A星四方向寻路。
说明:
- 本代码是我本人原创写的,并已经正常使用在我个人的项目里了
- MAP格式为二维数组,注意map里Y轴在前X轴在后,这样的目的是方便生成地图,当然你可以自己改
- MAP里障碍的数值为0
- 略高效
- 已经封装成类
- 可拓展成八反向
- 带注解
- 可随便使用,无需版权声明
var aStar = cc.Class.extend({ open : null, //待遍历的数组 close : null, //关闭数组 starPoint : null, //开始点 closePoint : null, //结束点 map : null, //地图数组 dirs : null, //上左下右 path : null, //路径数组 ctor:function(){}, findPath:function(start,end,m){ this.open = new Array(); this.close = new Array(); this.path = new Array(); this.starPoint = start; this.closePoint = end; this.map = m; this.dirs = ,-1,0],,]; for (var i = 0; i < this.map.length; i++) { this.close* = new Array(); for (var n = 0; n < this.map*.length; n++) { this.close* = 0; }; }; //加入起始节点 this.open.push(, this.starPoint, 0, (Math.abs(this.closePoint-this.starPoint)*10 + Math.abs(this.closePoint-this.starPoint)*10), null ]); return this.ergodicGrid(this.open); }, //根据F值进行排序 fSort:function(a,b){ return a - b; }, //循环遍历网格 ergodicGrid:function(g){ var around = this.getGridAround(g); for (var i = 0; i < around.length; i++) { //4.判断网格点是否为终点,为真则回溯路径点并结束遍历,为假则向下执行 if (around* == this.closePoint && around* == this.closePoint) { console.log('end'); var ele = g; this.path.unshift(,around*]); do{ this.path.unshift(,ele]); ele = ele; }while(ele != null); return this.path; }; //5.计算四周网格点的GHF值压入open堆栈并设当前网格点为父坐标; var G = g + 10; var H = Math.abs(this.closePoint - around*) * 10 + Math.abs(this.closePoint - around*) * 10; var F = G + H; this.open.push(,around*,G,F,g]); }; //6.将当前网格点压出open堆栈,并设置close数组坐标为1 var out = this.open.shift(); //open.shift删除并返回数组的第一个元素 this.close]] = 1; //7.根据四周网格点F值重新排列open堆栈 this.open.sort(this.fSort); //8.判断open堆栈是否为0,为真则返回null,为假则向下执行 if (this.open.length == 0) return null; return this.ergodicGrid(this.open); }, //获取网格点上左下右 getGridAround:function(g){ var a = new Array(); var xl = this.map.length; var yl = this.map.length; //1.获取当前网格点四周网格点坐标; for (var i = 0; i < this.dirs.length; i++) { var x = g + this.dirs*; var y = g + this.dirs*; if(x < 0 || x >= xl || y < 0 || y >= yl) continue; //2.判断四周网格点是否为父坐标;为真则不做处理,为假则向下执行 if (g != null) { if (x == g && y == g) continue; }; //3.判断四周网格点是否为障碍或close数组里的坐标;为真则不处理,为假则向下执行 if (this.map == 0 || this.close == 1) continue; a.push(); }; return a; } }); * ``` *********** *