A*寻路算法 (cocos2d-js详细代码)

看了几天的A*算法,感觉要成为一个游戏开发者,有必要把这个著名的算法拿到手。

网上有此算法的代码片段,但主要还是些模板类的伪代码,所以想分享一段完整的A*算法代码供大家更好的理解!(这里使用的是js语言和cocos2d游戏引擎)

对于A*算法概念性的描述,请看这里,本篇主要以代码为主。

下面是我的学习成果,有晦涩和需改进的地方欢迎吐槽!

var A_STAR_DISTANCE = 7;                    //像素大小,越小越精确,同时越耗时

var A_STAR_G_EXPEND_MIN = 10;               //上下左右G值消耗数

var A_STAR_G_EXPEND_MAX = 14;               //斜角G值消耗数



var HelloWorldLayer = cc.Layer.extend({

    sprite:null,                            //角色

    aStarPathArray:[],                      //最终角色要行走的路径

    aStarBarrierArray:[],                   //地图障碍物

    testNumber:1,

    ctor:function () {

        //////////////////////////////

        // 1. super init first

        this._super();

        /////////////////////////////

        // 2. add a menu item with "X" image, which is clicked to quit the program

        //    you may modify it.

        // ask director the window size

        var size = cc.director.getWinSize();



        this.sprite = cc.Sprite.create(res.Plane_png);   //角色初始化

        this.sprite.attr({

            x: 150,

            y: 50,

            rotation: 90

        });

        this.addChild(this.sprite, 0);



        var barrier1 = cc.rect(200,50,50,350);       //绘制障碍物

        var barrier2 = cc.rect(250,50,350,50);

        var barrier3 = cc.rect(250,350,350,50);

        this.aStarBarrierArray.push(barrier1);

        this.aStarBarrierArray.push(barrier2);

        this.aStarBarrierArray.push(barrier3);



        var drawBarrier = cc.DrawNode.create();             //在屏幕上显示障碍物

        this.addChild(drawBarrier, 10);

        var vertices = [cc.p(200,50),cc.p(600,50),cc.p(600,100),cc.p(250,100),cc.p(250,350),cc.p(600,350),cc.p(600,400),cc.p(200,400)];

        drawBarrier.drawPoly(vertices,null,2,cc.color(255,0,0,255));



        if ('mouse' in cc.sys.capabilities)

            cc.eventManager.addListener({

                event: cc.EventListener.MOUSE,

                onMouseUp:function(event){

                    if(event.getButton() != undefined)

                    {

                        var t = new Date().getTime();

                        event.getCurrentTarget().getStartAndEndPoint(event);      //A*算法开始

                        cc.log("算法耗时:"+(new Date().getTime() - t)+"ms");          //计算起点到终点的算法耗时

                    }

                }

            }, this);





        return true;

    },

    getStartAndEndPoint:function (event) {                                         //得到起始点和终点坐标

        var sp = {coordX:parseInt(this.sprite.x,10),coordY:parseInt(this.sprite.y,10)};

        var ep = {coordX:parseInt(event.getLocation().x,10),coordY:parseInt(event.getLocation().y,10)};

        var endPointIsObstacle = false;                                            //判断终点是否在障碍物上,是的话就提示路径走不了

        for (var theBarrierIndex=0; theBarrierIndex<this.aStarBarrierArray.length; theBarrierIndex++){

            if(cc.rectContainsPoint(this.aStarBarrierArray[theBarrierIndex],cc.p(ep.coordX,ep.coordY)))

            {

                endPointIsObstacle = true;

                cc.log("你要去的位置有障碍物,请换条路线");

                break;

            }

        }

        if(!endPointIsObstacle)

            this.findingPath(sp,ep);

    },

    findingPath:function(startPoint,endPoint){     //A*算法

        var openList  = [];                      //初始化开启列表

        var closeList = [];                      //初始化关闭列表

        startPoint.ag = 0;

        startPoint.ah = 0;

        startPoint.af = startPoint.ag + startPoint.ah;   //起点的G,H,F值为0

        openList.push(startPoint);               //起点加入开启列表

        var findTheWay = false;

        do{

            var centerNode = this.findMinNode(openList);  //寻找F值最低的节点

            openList.remove(centerNode);         //将此节点从开启列表中删除,为了下次遍历开启列表的时候不再出现此节点

            closeList.push(centerNode);          //并将此节点加入到关闭列表

            for(var i=0;i<8;i++)                 //遍历此节点周围的节点,并给这些节点加入坐标属性和G值

            {

                var aroundNode = {};

                switch (i){

                    case 0:

                        aroundNode.coordX = centerNode.coordX+A_STAR_DISTANCE;                //坐标属性

                        aroundNode.coordY = centerNode.coordY+A_STAR_DISTANCE;

                        break;

                    case 1:

                        aroundNode.coordX = centerNode.coordX+A_STAR_DISTANCE;

                        aroundNode.coordY = centerNode.coordY;

                        break;

                    case 2:

                        aroundNode.coordX = centerNode.coordX+A_STAR_DISTANCE;

                        aroundNode.coordY = centerNode.coordY-A_STAR_DISTANCE;

                        break;

                    case 3:

                        aroundNode.coordX = centerNode.coordX;

                        aroundNode.coordY = centerNode.coordY-A_STAR_DISTANCE;

                        break;

                    case 4:

                        aroundNode.coordX = centerNode.coordX-A_STAR_DISTANCE;

                        aroundNode.coordY = centerNode.coordY-A_STAR_DISTANCE;

                        break;

                    case 5:

                        aroundNode.coordX = centerNode.coordX-A_STAR_DISTANCE;

                        aroundNode.coordY = centerNode.coordY;

                        break;

                    case 6:

                        aroundNode.coordX = centerNode.coordX-A_STAR_DISTANCE;

                        aroundNode.coordY = centerNode.coordY+A_STAR_DISTANCE;

                        break;

                    case 7:

                        aroundNode.coordX = centerNode.coordX;

                        aroundNode.coordY = centerNode.coordY+A_STAR_DISTANCE;

                        break;

                }

                for (var barrierIndex=0; barrierIndex<this.aStarBarrierArray.length; barrierIndex++){

                    aroundNode.isOb = cc.rectContainsPoint(this.aStarBarrierArray[barrierIndex],cc.p(aroundNode.coordX,aroundNode.coordY));   //判断当前节点是否在障碍物形成的方框里

                    if(aroundNode.isOb)

                        break;

                }

                if (aroundNode.isOb){                                       //如果是障碍物,跳过



                }

                else if(closeList.hasObject(aroundNode)){                         //如果在关闭列表里,跳过



                }

                else if(!openList.hasObject(aroundNode)){                          //如果不在开启列表里,加入到开启列表

                    aroundNode.parentPath = centerNode;

                    if (Math.abs(aroundNode.coordX-endPoint.coordX)<=A_STAR_DISTANCE/2 && Math.abs(aroundNode.coordY-endPoint.coordY)<=A_STAR_DISTANCE/2)  //如果节点和终点的值相近,那么A*算法结束,得到路径

                    {

                        findTheWay = true;

                        var pathArry = [];

                        this.gettingAStarPath(aroundNode,pathArry);                           //寻找路径

                        pathArry.splice(0,0,{starX:endPoint.coordX,starY:endPoint.coordY});   //加终点到数组头部

                        pathArry.splice(pathArry.length-1,1);                                 //删一项数组底部的起点数据,此时的数组是最终的路径数组



                        this.aStarPathArray = [];

                        this.aStarPathArray = pathArry;

                        this.aStarPathArray.theIndex = this.aStarPathArray.length;



                        this.unschedule(this.thePathSelector);

                        this.schedule(this.thePathSelector,null,pathArry.length-1);

                        break;           //找到最短路径并跳出循环

                    }

                    if (aroundNode.coordX!=centerNode.coordX && aroundNode.coordY!=centerNode.coordY)   //确定中心节点和周围节点形成的角度,正交G值消耗10*像素,斜角G值消耗14*像素

                        aroundNode.ag = centerNode.ag + A_STAR_G_EXPEND_MAX*A_STAR_DISTANCE;

                    else

                        aroundNode.ag = centerNode.ag + A_STAR_G_EXPEND_MIN*A_STAR_DISTANCE;

                    aroundNode.af = this.getAF(aroundNode,endPoint);

                    openList.push(aroundNode);

                }

                else if(openList.hasObject(aroundNode)){                           //如果在开启列表里

                    var newExpend = A_STAR_G_EXPEND_MIN*A_STAR_DISTANCE;

                    if (aroundNode.coordX!=centerNode.coordX && aroundNode.coordY!=centerNode.coordY)   //确定中心节点和周围节点形成的角度,正交G值消耗10*像素,斜角G值消耗14*像素

                        newExpend = A_STAR_G_EXPEND_MAX*A_STAR_DISTANCE;

                    if (centerNode.ag + newExpend < aroundNode.ag){                //如果新的g值小于周围节点本身的g值,那么周围节点的父节点改为当前中心节点,并重新计算其F值

                        aroundNode.parentPath = centerNode;

                        aroundNode.ag = centerNode.ag + newExpend;

                        aroundNode.af = this.getAF(aroundNode,endPoint);

                    }

                }

            }

        }while(!findTheWay)



    },

    findMinNode:function(openListArray){

        var minNode = openListArray[0];

        for (var i=0;i<openListArray.length;i++)

        {

            if (minNode.af>openListArray[i].af) minNode=openListArray[i];

        }

        return minNode;

    },

    getAF:function(thisNode,endNode){

        var aHExpend = (Math.abs(thisNode.coordX-endNode.coordX) + Math.abs(thisNode.coordY-endNode.coordY))*A_STAR_G_EXPEND_MIN;

        return aHExpend+thisNode.ag;

    },

    gettingAStarPath:function(laseNode,array){

        if(laseNode.parentPath != null)

        {

            array.push({starX:laseNode.parentPath.coordX,starY:laseNode.parentPath.coordY});

            this.gettingAStarPath(laseNode.parentPath,array);

        }

    },

    thePathSelector:function(){

        this.roleRunThePath(this.aStarPathArray);

    },

    roleRunThePath:function(array){

        this.sprite.x = array[--array.theIndex].starX;

        this.sprite.y = array[array.theIndex].starY;

    }

});



var HelloWorldScene = cc.Scene.extend({

    onEnter:function () {

        this._super();

        var layer = new HelloWorldLayer();

        this.addChild(layer);

    }

});



//这里给Array数组添加3个实例方法

Array.prototype.aStarIndexOf = function(val) {        //通过对象寻找index值

    for (var i = 0; i < this.length; i++) {

        if (this[i].coordX==val.coordX && this[i].coordY==val.coordY) return i;

    }

    return -1;

};

Array.prototype.remove = function(val) {         //删除相应的对象

    var index = this.aStarIndexOf(val);

    if (index > -1) {

        this.splice(index, 1);

    }

};



Array.prototype.hasObject = function(val){       //判断是否是同一个对象

    for (var i = 0; i < this.length; i++){

        if (this[i].coordX==val.coordX && this[i].coordY==val.coordY)

            return true;

    }

    return false;

};

如下图,飞机在寻找路径的时候会避开红色区域。

A*寻路算法 (cocos2d-js详细代码)

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