portfolio/assets/js/pathfinder.js

232 lines
4.5 KiB
JavaScript

const timer = ms => new Promise(res => setTimeout(res, ms))
var cols = 9
var rows = 9
let grid = new Array(cols);
let openSet = [];
let closedSet = [];
let start;
let end;
let path = [];
function generateClickMap() {
var clickMap = document.getElementById('click-map')
for (let i = 0; i < rows; i++) {
for (let j = 0; j < cols; j++) {
var area = document.createElement('area')
area.shape = 'rect'
area.href = '#'
area.addEventListener('click', function (event) {
if (j > 7) {
pathfind(i, j - 1)
} else {
pathfind(i, j)
}
})
area.coords = `${i * spriteSize},${j * spriteSize},${(i + 1) * spriteSize},${(j + 1) * spriteSize}`
clickMap.appendChild(area)
}
}
}
generateClickMap()
function heuristic(position0, position1) {
let d1 = Math.abs(position1.x - position0.x);
let d2 = Math.abs(position1.y - position0.y);
return d1 + d2;
}
class GridPoint {
constructor(x, y) {
this.x = x;
this.y = y;
this.f = 0;
this.g = 0;
this.h = 0;
this.neighbors = [];
this.parent = undefined;
}
updateNeighbors(grid) {
let i = this.x;
let j = this.y;
var tmpNeighbor;
if (i < cols - 1) {
tmpNeighbor = grid[i + 1][j]
if (!player.isBoundary([tmpNeighbor.x, tmpNeighbor.y])) {
this.neighbors.push(tmpNeighbor);
}
}
if (i > 0) {
tmpNeighbor = grid[i - 1][j]
if (!player.isBoundary([tmpNeighbor.x, tmpNeighbor.y])) {
this.neighbors.push(tmpNeighbor);
}
}
if (j < rows - 1) {
tmpNeighbor = grid[i][j + 1]
if (!player.isBoundary([tmpNeighbor.x, tmpNeighbor.y])) {
this.neighbors.push(tmpNeighbor);
}
}
if (j > 0) {
tmpNeighbor = grid[i][j - 1]
if (!player.isBoundary([tmpNeighbor.x, tmpNeighbor.y])) {
this.neighbors.push(tmpNeighbor);
}
}
};
}
function init(destX, destY) {
for (let i = 0; i < cols; i++) {
grid[i] = new Array(rows);
}
for (let i = 0; i < cols; i++) {
for (let j = 0; j < rows; j++) {
grid[i][j] = new GridPoint(i, j);
}
}
for (let i = 0; i < cols; i++) {
for (let j = 0; j < rows; j++) {
grid[i][j].updateNeighbors(grid);
}
}
start = grid[player.canvasX][player.canvasY];
end = grid[destX][destY]
openSet.push(start);
}
function search(destX, destY) {
path = [];
init(destX, destY);
while (openSet.length > 0) {
let lowestIndex = 0;
for (let i = 0; i < openSet.length; i++) {
if (openSet[i].f < openSet[lowestIndex].f) {
lowestIndex = i;
}
}
let current = openSet[lowestIndex];
if (current === end) {
let temp = current;
path.push(temp);
while (temp.parent) {
path.push(temp.parent);
temp = temp.parent;
}
return path.reverse()
}
openSet.splice(lowestIndex, 1);
closedSet.push(current);
let neighbors = current.neighbors;
for (let i = 0; i < neighbors.length; i++) {
let neighbor = neighbors[i];
if (!closedSet.includes(neighbor)) {
let possibleG = current.g + 1;
if (!openSet.includes(neighbor)) {
openSet.push(neighbor);
} else if (possibleG >= neighbor.g) {
continue;
}
neighbor.g = possibleG;
neighbor.h = heuristic(neighbor, end);
neighbor.f = neighbor.g + neighbor.h;
neighbor.parent = current;
}
}
}
return [];
}
async function pathfind(destX, destY) {
var isBoundary = player.isBoundary([destX, destY])
if (isBoundary) {
var tmpDestX = destX
var tmpDestY = destY
var newDest = boundaryMap[String(destX) + String(destY)]
destX = newDest[0]
destY = newDest[1]
}
var newPath = search(destX, destY)
for (let i = 0; i < newPath.length; i++) {
changeDir(newPath[i].x, newPath[i].y)
player.canvasX = newPath[i].x
player.canvasY = newPath[i].y
if (isBoundary && i === newPath.length - 1) {
changeDir(tmpDestX, tmpDestY)
}
await timer(100)
}
if (destX === 0 && destY === 0 || destX === 1 && destY === 0) {
player.direction = 'up'
portfolio.show()
}
if (destX === 7 && destY === 0 || destX === 8 && destY === 0) {
player.direction = 'up'
games.show()
}
if (destX === 2 && destY === 4 || destX === 3 && destY === 4) {
player.direction = 'up'
terminal.show()
}
if (destX === 4 && destY === 4) {
player.direction = 'up'
resume.show()
}
if (destX === 0 && destY === 6 || destX === 1 && destY === 6) {
player.direction = 'down'
music.show()
}
}
function changeDir(destX, destY) {
if (destX > player.canvasX) {
player.direction = 'right'
} else if (destX < player.canvasX) {
player.direction = 'left'
}
if (destY > player.canvasY) {
player.direction = 'down'
} else if (destY < player.canvasY) {
player.direction = 'up'
}
}