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ActionScript 3.0(as3)实现的A*寻路算法源代码下载

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曾经写过A*寻路算法的教程,但没有贴出任何代码,这次代码全都贴出,大家可以进一步学习
我只是按照A*的基本思想,将A*寻路算法用AS3实现了一下,没有做太多的寻路优化等
如果你本身已经会用A*寻路算法了,那么下面的代码也不必研究了
代码中注释很多,就不贴过多的解释
看代码以前,可以先看看下面这两篇文章,或者看代码的时候配合例子和教程来看
A*(A星)寻路算法讲解
A*寻路算法,DEMO展示
在DEMO展示中,有三个版本,由于代码写了很久了,我也不记得下面贴出的代码是哪个版本的了,见谅。。
 
首先是文档类Index.as:
package code{
  
  import flash.display.Sprite;
  import flash.text.TextField;
  import flash.text.TextFormat;
  
  public class Index extends Sprite{
    
    private var road:Road;
    
    public function Index(){
      stage.align = "TL";
      stage.scaleMode = "noScale";
      stage.showDefaultContextMenu = false;
      init();
    }
    
    //初始化
    private function init():void{
      road = new Road;
      addChild(road);
      road.x = GV.ROAD_INIT_X;
      road.y = GV.ROAD_INIT_Y;
      
      //地图规格申明
      var text:TextField = new TextField;
      text.htmlText = "地图规格:50*50方格,障碍物500方格    寻路算法:A*(星)   制作:sunbright";
      addChild(text);
      text.x = 25;
      text.y = 530;
      text.width = 500;
      text.selectable = false;
      text.mouseEnabled = false;
      text.setTextFormat(new TextFormat("宋体",12,0xffffff));
      text = null;
    }
    
  }
  
}
定义参数的类:GV.as
package{
  
  public class GV{
    
    public function GV(){
      throw new Error("变量");
    }
    
    //Road创建的初始x、y坐标
    public static const ROAD_INIT_X:int = 25;
    public static const ROAD_INIT_Y:int = 25;
    
    //纵横方块参数
    public static const WIDTH_NUMBER:int = 50;
    public static const HEIGHT_NUMBER:int = 50;
    public static const WIDTH_TOTAL:int = 500;
    public static const HEIGHT_TOTAL:int = 500;
    public static const GRID_WIDTH:int = 10;
    public static const GRID_HEIGHT:int = 10;
    
    //障碍物个数
    public static const THING_NUMBER:int = 500;
    
    //state状态参数表示
    public static const HAVE_THING:int = 1;
    public static const IMPASSE_VALUE:int = 2;
    public static const MAIN_VALUE:int = 8;
    
    //路径耗费固定值
    public static const BIAS_VALUE:int = 14;
    public static const LINE_VALUE:int = 10;
    
    //文本表示
    public static const IMPASSE:String = "死路!";
    public static const RESULT_FRONT:String = "用时 ";
    public static const RESULT_BACK:String = " 毫秒";
  
  }
  
}
主要算法所存在的Road.as类
package code{
  
  import flash.display.Sprite;
  import flash.events.MouseEvent;
  import flash.text.TextField;
  import flash.text.TextFormat;
  import flash.utils.clearInterval;
  import flash.utils.getTimer;
  import flash.utils.setInterval;
  
  public class Road extends Sprite{
    
    private var lands:Sprite;
    private var things:Sprite;
    private var c:Coordinate;
    private var main:Main;
    private var click:Sprite;
    private var drawPath:Sprite;
    private var result:TextField;
    
    private var unlockList:Array;
    private var lockList:Object;
    
    private var targetIX:int;
    private var targetIY:int;
    
    private var intervalID:int = 0;
    private var startTime:int;
    private var endTime:int;
    
    public function Road(){
      init();
    }
    
    //初始化
    private function init():void{
      //创建坐标
      c = new Coordinate;
      
      //创建文本框
      result = new TextField;
      result.mouseEnabled = false;
      result.autoSize = "left";
      result.y = -20;
      result.selectable = false;
      result.defaultTextFormat = new TextFormat("宋体",12,0xffffff);
      addChild(result);
      result.text = "结果";
      
      //创建平原
      lands = new Sprite;
      lands.mouseChildren = false;
      lands.mouseEnabled = false;
      addChild(lands);
      lands.graphics.beginFill(0xff0000);
      lands.graphics.lineStyle(0);
      lands.graphics.drawRect(0,0,GV.WIDTH_TOTAL,GV.HEIGHT_TOTAL);
      
      for(var i:int = 1; i = GV.WIDTH_NUMBER || iy >= GV.HEIGHT_NUMBER){
        return null;
      }
      
      //是否有障碍物
      if(c[ix][iy].isThing){
        return null;
      }
      
      //是否已经加入关闭标记列表
      if(lockList[ix + "_" + iy]){
        return null;
      }
      
      //是否已经加入开启标记列表
      if(unlockList[ix + "_" + iy]){
        return null;
      }
      
      //判断当斜着走的时候,它的上下或者左右是否有障碍物
      if(p){
        if(c[_p.ix][iy].isThing || c[ix][_p.iy].isThing){
          return null;
        }
      }
      
      var cx:Number = Math.abs(targetIX - ix);
      var cy:Number = Math.abs(targetIY - iy);
      return new Sign(ix,iy,
              p ? GV.BIAS_VALUE : GV.LINE_VALUE,
              (cx + cy) * 10,
              _p);
    }
    
  }
  
}
标记数据记录,Sign.as类
package code{
  
  public class Sign{
    
    private var _ix:Number;
    private var _iy:Number;
    private var _p:Sign;
    private var _f:int = 0;
    private var _g:int = 0;
    private var _h:int = 0;
    //f表示路径评分、g表示当前移动耗费、h表示当前估计移动耗费
    //公式:f = g + h,表示路径评分的算法
    //ng值表示以父标记为主标记的g值
    //nh值表示当前估计移动耗费
    
    public function Sign(_ix:Number,_iy:Number,ng:int,nh:int,_p:Sign = null){
      this._ix = _ix;
      this._iy = _iy;
      this._p = _p;
      
      if(_p){
        _g = _p.g + ng;
        _h = nh;
        _f = _g + _h;
      }
    }
    
    //获取该标记的坐标
    public function getSign():Object{
      return {x:_ix * GV.GRID_WIDTH,y:_iy * GV.GRID_HEIGHT};
    }
    
    //获取它表示的x坐标
    public function get ix():int{
      return _ix;
    }
    
    //获取它表示的y坐标
    public function get iy():int{
      return _iy;
    }
    
    //获取父标记
    public function get p():Sign{
      return _p;
    }
    
    //获取路径评分
    public function get f():int{
      return _f;
    }
    
    //获取当前路径移动耗费
    public function get g():int{
      return _g;
    }
    
    //获取当前路径耗费估值
    public function get h():int{
      return _h;
    }
    
    //重写toString值
    public function toString():String{
      return ix + "," + iy;
    }
    
  }
  
}
某点状态类,State.as
package code{
  
  public class State{
    
    public var value:int = 0;
    
    public function State(){
      
    }
    
    //获取是否障碍
    public function get isThing():Boolean{
      return value == GV.HAVE_THING;
    }
    
    //获取是否死路
    public function get isWalk():Boolean{
      return value == GV.IMPASSE_VALUE;
    }
    
    //重写toString
    public function toString():String{
      return value.toString();
    }
    
  }
  
}
物体类:Thing.as
package code{
  
  import flash.display.Sprite;
  
  public class Thing extends Sprite{
    
    public function Thing(){
      init();
    }
    
    //初始化
    private function init():void{
      graphics.beginFill(0);
      graphics.drawRect(0,0,GV.GRID_WIDTH,GV.GRID_HEIGHT);
      
      mouseEnabled = false;
      mouseChildren = false;
    }
  }
  
}
坐标系类,Coordinate.as
package code{
  
  public dynamic class Coordinate extends Array{
    
    public function Coordinate(){
      init();
    }
    
    //初始化
    private function init():void{
      for(var i:int = 0; i
主角类,Main.as
package code{
  
  import flash.display.Sprite;
  
  public class Main extends Sprite{
    
    public function Main(){
      init();
    }
    
    //初始化
    private function init():void{
      graphics.beginFill(0x0000ff);
      graphics.drawRect(0,0,GV.GRID_WIDTH,GV.GRID_HEIGHT);
      
      mouseEnabled = false;
      mouseChildren = false;
    }
    
    //获取ix坐标
    public function get ix():int{
      return int(x / GV.GRID_WIDTH);
    }
    
    //获取iy坐标
    public function get iy():int{
      return int(y / GV.GRID_HEIGHT);
    }
    
  }
  
}
[url=http://www.xiaos8.com/uploads/flash/seekroad.rar]

源文件打包下载[/url]
下载源文件,直接打开move.fla运行即可
本文转自:http://www.5uflash.com/flashjiaocheng/Flash-as3-jiaocheng/4791.html
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