//For require.js if (typeof define === "function" && define.amd) { define("easystar", [], function() { return EasyStar; }); } //For browserify and node.js if (typeof module !== 'undefined' && module.exports) { module.exports = EasyStar; } //NameSpace var EasyStar = EasyStar || {}; /** * A simple Node that represents a single tile on the grid. * @param {Object} parent The parent node. * @param {Number} x The x position on the grid. * @param {Number} y The y position on the grid. * @param {Number} costSoFar How far this node is in moves*cost from the start. * @param {Number} simpleDistanceToTarget Manhatten distance to the end point. **/ EasyStar.Node = function(parent, x, y, costSoFar, simpleDistanceToTarget) { this.parent = parent; this.x = x; this.y = y; this.costSoFar = costSoFar; this.simpleDistanceToTarget = simpleDistanceToTarget; /** * @return {Number} Best guess distance of a cost using this node. **/ this.bestGuessDistance = function() { return this.costSoFar + this.simpleDistanceToTarget; } }; //Constants EasyStar.Node.OPEN_LIST = 0; EasyStar.Node.CLOSED_LIST = 1; /** * This is an improved Priority Queue data type implementation that can be used to sort any object type. * It uses a technique called a binary heap. * * For more on binary heaps see: http://en.wikipedia.org/wiki/Binary_heap * * @param {String} criteria The criteria by which to sort the objects. * This should be a property of the objects you're sorting. * * @param {Number} heapType either PriorityQueue.MAX_HEAP or PriorityQueue.MIN_HEAP. **/ EasyStar.PriorityQueue = function(criteria,heapType) { this.length = 0; //The current length of heap. var queue = []; var isMax = false; //Constructor if (heapType==EasyStar.PriorityQueue.MAX_HEAP) { isMax = true; } else if (heapType==EasyStar.PriorityQueue.MIN_HEAP) { isMax = false; } else { throw heapType + " not supported."; } /** * Inserts the value into the heap and sorts it. * * @param value The object to insert into the heap. **/ this.insert = function(value) { if (!value.hasOwnProperty(criteria)) { throw "Cannot insert " + value + " because it does not have a property by the name of " + criteria + "."; } queue.push(value); this.length++; bubbleUp(this.length-1); } /** * Peeks at the highest priority element. * * @return the highest priority element **/ this.getHighestPriorityElement = function() { return queue[0]; } /** * Removes and returns the highest priority element from the queue. * * @return the highest priority element **/ this.shiftHighestPriorityElement = function() { if (this.length === 0) { throw ("There are no more elements in your priority queue."); } else if (this.length === 1) { var onlyValue = queue[0]; queue = []; this.length = 0; return onlyValue; } var oldRoot = queue[0]; var newRoot = queue.pop(); this.length--; queue[0] = newRoot; swapUntilQueueIsCorrect(0); return oldRoot; } var bubbleUp = function(index) { if (index===0) { return; } var parent = getParentOf(index); if (evaluate(index,parent)) { swap(index,parent); bubbleUp(parent); } else { return; } } var swapUntilQueueIsCorrect = function(value) { var left = getLeftOf(value); var right = getRightOf(value); if (evaluate(left,value)) { swap(value,left); swapUntilQueueIsCorrect(left); } else if (evaluate(right,value)) { swap(value,right); swapUntilQueueIsCorrect(right); } else if (value==0) { return; } else { swapUntilQueueIsCorrect(0); } } var swap = function(self,target) { var placeHolder = queue[self]; queue[self] = queue[target]; queue[target] = placeHolder; } var evaluate = function(self,target) { if (queue[target]===undefined||queue[self]===undefined) { return false; } var selfValue; var targetValue; //Check if the criteria should be the result of a function call. if (typeof queue[self][criteria] === 'function') { selfValue = queue[self][criteria](); targetValue = queue[target][criteria](); } else { selfValue = queue[self][criteria]; targetValue = queue[target][criteria]; } if (isMax) { if (selfValue > targetValue) { return true; } else { return false; } } else { if (selfValue < targetValue) { return true; } else { return false; } } } var getParentOf = function(index) { return Math.floor(index/2)-1; } var getLeftOf = function(index) { return index*2 + 1; } var getRightOf = function(index) { return index*2 + 2; } }; //Constants EasyStar.PriorityQueue.MAX_HEAP = 0; EasyStar.PriorityQueue.MIN_HEAP = 1; /** * Represents a single instance of EasyStar. * A path that is in the queue to eventually be found. */ EasyStar.instance = function() { this.isDoneCalculating = true; this.pointsToAvoid = {}; this.startX; this.callback; this.startY; this.endX; this.endY; this.nodeHash = {}; this.openList; }; /** * EasyStar.js * github.com/prettymuchbryce/EasyStarJS * Licensed under the MIT license. * * Implementation By Bryce Neal (@prettymuchbryce) **/ EasyStar.js = function() { var STRAIGHT_COST = 10; var DIAGONAL_COST = 14; var pointsToAvoid = {}; var collisionGrid; var costMap = {}; var iterationsSoFar; var instances = []; var iterationsPerCalculation = Number.MAX_VALUE; var acceptableTiles; var diagonalsEnabled = false; /** * Sets the collision grid that EasyStar uses. * * @param {Array|Number} tiles An array of numbers that represent * which tiles in your grid should be considered * acceptable, or "walkable". **/ this.setAcceptableTiles = function(tiles) { if (tiles instanceof Array) { //Array acceptableTiles = tiles; } else if (!isNaN(parseFloat(tiles)) && isFinite(tiles)) { //Number acceptableTiles = [tiles]; } }; /** * Enable diagonal pathfinding. */ this.enableDiagonals = function() { diagonalsEnabled = true; } /** * Disable diagonal pathfinding. */ this.disableDiagonals = function() { diagonalsEnabled = false; } /** * Sets the collision grid that EasyStar uses. * * @param {Array} grid The collision grid that this EasyStar instance will read from. * This should be a 2D Array of Numbers. **/ this.setGrid = function(grid) { collisionGrid = grid; //Setup cost map for (var y = 0; y < collisionGrid.length; y++) { for (var x = 0; x < collisionGrid[0].length; x++) { if (!costMap[collisionGrid[y][x]]) { costMap[collisionGrid[y][x]] = 1 } } } }; /** * Sets the tile cost for a particular tile type. * * @param {Number} The tile type to set the cost for. * @param {Number} The multiplicative cost associated with the given tile. **/ this.setTileCost = function(tileType, cost) { costMap[tileType] = cost; }; /** * Sets the number of search iterations per calculation. * A lower number provides a slower result, but more practical if you * have a large tile-map and don't want to block your thread while * finding a path. * * @param {Number} iterations The number of searches to prefrom per calculate() call. **/ this.setIterationsPerCalculation = function(iterations) { iterationsPerCalculation = iterations; }; /** * Avoid a particular point on the grid, * regardless of whether or not it is an acceptable tile. * * @param {Number} x The x value of the point to avoid. * @param {Number} y The y value of the point to avoid. **/ this.avoidAdditionalPoint = function(x, y) { pointsToAvoid[x + "_" + y] = 1; }; /** * Stop avoiding a particular point on the grid. * * @param {Number} x The x value of the point to stop avoiding. * @param {Number} y The y value of the point to stop avoiding. **/ this.stopAvoidingAdditionalPoint = function(x, y) { delete pointsToAvoid[x + "_" + y]; }; /** * Stop avoiding all additional points on the grid. **/ this.stopAvoidingAllAdditionalPoints = function() { pointsToAvoid = {}; }; /** * Find a path. * * @param {Number} startX The X position of the starting point. * @param {Number} startY The Y position of the starting point. * @param {Number} endX The X position of the ending point. * @param {Number} endY The Y position of the ending point. * @param {Function} callback A function that is called when your path * is found, or no path is found. * **/ this.findPath = function(startX, startY ,endX, endY, callback) { //No acceptable tiles were set if (acceptableTiles === undefined) { throw "You can't set a path without first calling setAcceptableTiles() on EasyStar."; } //No grid was set if (collisionGrid === undefined) { throw "You can't set a path without first calling setGrid() on EasyStar."; } //Start or endpoint outside of scope. if (startX < 0 || startY < 0 || endX < 0 || endX < 0 || startX > collisionGrid[0].length-1 || startY > collisionGrid.length-1 || endX > collisionGrid[0].length-1 || endY > collisionGrid.length-1) { throw "Your start or end point is outside the scope of your grid."; } //Start and end are the same tile. if (startX===endX && startY===endY) { callback([]); } //End point is not an acceptable tile. var endTile = collisionGrid[endY][endX]; var isAcceptable = false; for (var i = 0; i < acceptableTiles.length; i++) { if (endTile === acceptableTiles[i]) { isAcceptable = true; break; } } if (isAcceptable === false) { callback(null); return; } //Create the instance var instance = new EasyStar.instance(); instance.openList = new EasyStar.PriorityQueue("bestGuessDistance",EasyStar.PriorityQueue.MIN_HEAP); instance.isDoneCalculating = false; instance.nodeHash = {}; instance.startX = startX; instance.startY = startY; instance.endX = endX; instance.endY = endY; instance.callback = callback; instance.openList.insert(coordinateToNode(instance, instance.startX, instance.startY, null, STRAIGHT_COST)); instances.push(instance); }; /** * This method steps through the A* Algorithm in an attempt to * find your path(s). It will search 4 tiles for every calculation. * You can change the number of calculations done in a call by using * easystar.setIteratonsPerCalculation(). **/ this.calculate = function() { if (instances.length === 0 || collisionGrid === undefined || acceptableTiles === undefined) { return; } for (iterationsSoFar = 0; iterationsSoFar < iterationsPerCalculation; iterationsSoFar++) { if (instances.length === 0) { return; } //Couldn't find a path. if (instances[0].openList.length===0) { instances[0].callback(null); instances.shift(); continue; } var searchNode = instances[0].openList.shiftHighestPriorityElement(); searchNode.list = EasyStar.Node.CLOSED_LIST; if (searchNode.y > 0) { checkAdjacentNode(instances[0], searchNode, 0, -1, STRAIGHT_COST * costMap[collisionGrid[searchNode.y-1][searchNode.x]]); if (instances[0].isDoneCalculating===true) { instances.shift(); continue; } } if (searchNode.x < collisionGrid[0].length-1) { checkAdjacentNode(instances[0], searchNode, 1, 0, STRAIGHT_COST * costMap[collisionGrid[searchNode.y][searchNode.x+1]]); if (instances[0].isDoneCalculating===true) { instances.shift(); continue; } } if (searchNode.y < collisionGrid.length-1) { checkAdjacentNode(instances[0], searchNode, 0, 1, STRAIGHT_COST * costMap[collisionGrid[searchNode.y+1][searchNode.x]]); if (instances[0].isDoneCalculating===true) { instances.shift(); continue; } } if (searchNode.x > 0) { checkAdjacentNode(instances[0], searchNode, -1, 0, STRAIGHT_COST * costMap[collisionGrid[searchNode.y][searchNode.x-1]]); if (instances[0].isDoneCalculating===true) { instances.shift(); continue; } } if (diagonalsEnabled) { if (searchNode.x > 0 && searchNode.y > 0) { checkAdjacentNode(instances[0], searchNode, -1, -1, DIAGONAL_COST * costMap[collisionGrid[searchNode.y-1][searchNode.x-1]]); if (instances[0].isDoneCalculating===true) { instances.shift(); continue; } } if (searchNode.x < collisionGrid[0].length-1 && searchNode.y < collisionGrid.length-1) { checkAdjacentNode(instances[0], searchNode, 1, 1, DIAGONAL_COST * costMap[collisionGrid[searchNode.y+1][searchNode.x+1]]); if (instances[0].isDoneCalculating===true) { instances.shift(); continue; } } if (searchNode.x < collisionGrid[0].length-1 && searchNode.y > 0) { checkAdjacentNode(instances[0], searchNode, 1, -1, DIAGONAL_COST * costMap[collisionGrid[searchNode.y-1][searchNode.x+1]]); if (instances[0].isDoneCalculating===true) { instances.shift(); continue; } } if (searchNode.x > 0 && searchNode.y < collisionGrid.length-1) { checkAdjacentNode(instances[0], searchNode, -1, 1, DIAGONAL_COST * costMap[collisionGrid[searchNode.y+1][searchNode.x-1]]); if (instances[0].isDoneCalculating===true) { instances.shift(); continue; } } } } }; //Private methods follow var checkAdjacentNode = function(instance, searchNode, x, y, cost) { var adjacentCoordinateX = searchNode.x+x; var adjacentCoordinateY = searchNode.y+y; if (instance.endX === adjacentCoordinateX && instance.endY === adjacentCoordinateY) { instance.isDoneCalculating = true; var path = []; var pathLen = 0; path[pathLen] = {x: adjacentCoordinateX, y: adjacentCoordinateY}; pathLen++; path[pathLen] = {x: searchNode.x, y:searchNode.y}; pathLen++; var parent = searchNode.parent; while (parent!=null) { path[pathLen] = {x: parent.x, y:parent.y}; pathLen++; parent = parent.parent; } path.reverse(); instance.callback(path); } if (pointsToAvoid[adjacentCoordinateX + "_" + adjacentCoordinateY] === undefined) { for (var i = 0; i < acceptableTiles.length; i++) { if (collisionGrid[adjacentCoordinateY][adjacentCoordinateX] === acceptableTiles[i]) { var node = coordinateToNode(instance, adjacentCoordinateX, adjacentCoordinateY, searchNode, cost); if (node.list === undefined) { node.list = EasyStar.Node.OPEN_LIST; instance.openList.insert(node); } else if (node.list === EasyStar.Node.OPEN_LIST) { if (searchNode.costSoFar + cost < node.costSoFar) { node.costSoFar = searchNode.costSoFar + cost; node.parent = searchNode; } } break; } } } }; //Helpers var coordinateToNode = function(instance, x, y, parent, cost) { if (instance.nodeHash[x + "_" + y]!==undefined) { return instance.nodeHash[x + "_" + y]; } var simpleDistanceToTarget = getDistance(x, y, instance.endX, instance.endY); if (parent!==null) { var costSoFar = parent.costSoFar + cost; } else { costSoFar = simpleDistanceToTarget; } var node = new EasyStar.Node(parent,x,y,costSoFar,simpleDistanceToTarget); instance.nodeHash[x + "_" + y] = node; return node; }; var getDistance = function(x1,y1,x2,y2) { return Math.sqrt(Math.abs(x2-x1)*Math.abs(x2-x1) + Math.abs(y2-y1)*Math.abs(y2-y1)) * STRAIGHT_COST; }; }