去年做一个模仿保卫萝卜的塔防游戏的时候,自己写的,游戏框架用的是coco2d-html5
实现原理可以参考 http://www.cnblogs.com/technology/archive/2011/05/26/2058842.html
这个算法项目一直放在github中,朋友们需要的可以自己去看下
https://github.com/caoke90/Algorithm/blob/master/Astar.js
//Astar 寻路算法 //Point 类型 var cc=cc||console var Point=function(x,y){ if(this instanceof Point){ this.init(x,y) }else{ return new Point(x,y) } } Point.prototype={ init:function(x,y){ this.x=x; this.y=y; }, ParentPoint:null, F :0, //F=G+H G:0, H:0, x:0, y:0, CalcF:function(){ this.F = this.G + this.H; } } //Maze 类型 var Maze=function(maze){ if(this instanceof Maze){ this.init(maze); }else{ return new Maze(maze) } } Maze.prototype={ init:function(maze){ this.MazeArray=maze }, OBLIQUE : 14, STEP:10, CloseList:[], OpenList:[], FindPath:function(start, end, IsIgnoreCorner){ this.OpenList.push(start); while (this.OpenList.length != 0) { //找出F值最小的点 var tempStart = this.MinPoint(this.OpenList); this.CloseList.push(tempStart); this.Remove(this.OpenList,tempStart); //找出它相邻的点 var surroundPoints = this.SurrroundPoints(tempStart, IsIgnoreCorner); for (var i=0;i< surroundPoints.length;i++) { var point=surroundPoints[i] if (this.Exists(this.OpenList,point)){ //计算G值, 如果比原来的大, 就什么都不做, 否则设置它的父节点为当前点,并更新G和F this.FoundPoint(tempStart, point); } else{ //如果它们不在开始列表里, 就加入, 并设置父节点,并计算GHF this.NotFoundPoint(tempStart, end, point); } } if (this.Get(this.OpenList,end) != null){ return this.Get(this.OpenList,end); } } return this.Get(this.OpenList,end); }, //在二维数组对应的位置不为障碍物 CanReaches:function(x,y){ return this.MazeArray[this.MazeArray.length-y-1][x] == 0; }, CanReach:function( start, point, IsIgnoreCorner){ if (!this.CanReaches(point.x, point.y) || this.Exists(this.CloseList,point)) return false; else { if ((Math.abs(point.x - start.x) + Math.abs(point.y - start.y)) == 1){ return true; } return false; } }, NotFoundPoint:function(tempStart, end, point){ point.ParentPoint = tempStart; point.G = this.CalcG(tempStart, point); point.H = this.CalcH(end, point); point.CalcF(); this.OpenList.push(point); }, FoundPoint:function(tempStart, point){ var G = this.CalcG(tempStart, point); if (G < point.G) { point.ParentPoint = tempStart; point.G = G; point.CalcF(); } }, CalcG:function(start, point) { var G = (Math.abs(point.X - start.X) + Math.abs(point.Y - start.Y)) == 2 ? this.OBLIQUE:this.STEP ; var parentG = point.ParentPoint != null ? point.ParentPoint.G : 0; return G + parentG; }, CalcH:function( end, point) { var step = Math.abs(point.x - end.x) + Math.abs(point.y - end.y); return step * this.STEP; }, //获取某个点周围可以到达的点 SurrroundPoints:function( point, IsIgnoreCorner) { var surroundPoints = []; if (this.CanReach(point,Point(point.x-1,point.y),IsIgnoreCorner)){ surroundPoints.push(Point(point.x-1,point.y)); } if (this.CanReach(point,Point(point.x,point.y-1),IsIgnoreCorner)){ surroundPoints.push(Point(point.x,point.y-1)); } if (this.CanReach(point,Point(point.x+1,point.y),IsIgnoreCorner)){ surroundPoints.push(Point(point.x+1,point.y)); } if (this.CanReach(point,Point(point.x,point.y+1),IsIgnoreCorner)){ surroundPoints.push(Point(point.x,point.y+1)); } return surroundPoints; }, //对 List<Point> 的一些扩展方法 //判断是否存在点 Exists:function(points, point) { for(k in points){ var p=points[k] if ((p.x == point.x) && (p.y == point.y)){ return true; } } return false; }, //获取f最小 MinPoint:function (points) { var min=points[0]; for(var i=0;i<points.length-1;i++){ if(points[i].F<points[i+1].F){ min=points[i] } } return min; }, //获取点 Get:function(points, point) { for (var k in points){ var p=points[k] if ((p.x == point.x) && (p.y == point.y)) return p; } return null; }, //删除点 Remove:function(points,point) { for(var i=0;i<points.length;i++){ var p=points[i] if (point.x === p.x && point.y === p.y){ return points.splice(i,1); } } } } var arr= [ [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1], [ 1, 0, 0, 1, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1], [ 1, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1], [ 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1], [ 1, 0, 0, 1, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1], [ 1, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1], [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1] ]; var map=Maze(arr) //起始点 结束点 是否斜角 var parent=map.FindPath(Point(2,3),Point(16,2),false) while (parent != null) { cc.log(parent.x + ", " + parent.y); parent = parent.ParentPoint; }