Created
July 26, 2010 03:52
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Nerdson Labs: algoritmo de movimento estilo jogo TBS
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$(document).ready(function(){ | |
$("#tactics form").submit(function(e){ | |
e.preventDefault(); | |
}); | |
//syntax highlight | |
ChiliBook.recipeFolder = "./"; | |
//observação: criei variáveis globais aqui a nivel de exemplo, mas isso não é recomendado. O ideal é criar objetos para armazenar esses valores. ;) | |
var TILE = 30; | |
var X, Y = 0; | |
//matriz relativamente grande. Cuidado :) | |
var grid = [[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0], | |
[0,0,0,0,0,0,0,0,1,0,0,0,0,1,0,0,0,0,0], | |
[0,0,0,1,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0], | |
[0,0,0,1,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0], | |
[0,0,0,1,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0], | |
[1,1,0,1,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0], | |
[0,0,0,1,1,1,0,0,1,1,0,0,0,0,1,1,1,0,0], | |
[0,0,0,1,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0], | |
[0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,1,1], | |
[0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0]]; | |
var WIDTH = grid[0].length; | |
var HEIGHT = grid.length; | |
var closed_tiles = {}; | |
var tiles = []; | |
var MOV = 2; | |
//helpers | |
function get_x(obj){ | |
return parseInt(obj.css("left"), 10); | |
} | |
function get_y(obj){ | |
return parseInt(obj.css("top"), 10); | |
} | |
//Retorna os tiles ao normal | |
function clear(){ | |
$.each(closed_tiles, function(key, value) { | |
var coords = key.split(","); | |
var tile = tiles[coords[1]][coords[0]]; | |
tile.css("background", "#DDD"); | |
}); | |
closed_tiles = {}; | |
} | |
//função descrita no tutorial | |
function tile_walk(xn, yn, movement) | |
{ | |
// acrescentar custo do tile-alvo | |
movement += 1; | |
// não ultrapassar limite de pontos de movimento | |
if (movement > MOV) | |
return; | |
// não passar dos limites da grade/tabuleiro | |
if (xn < 0 || xn >= WIDTH || yn < 0 || yn >= HEIGHT) | |
return; | |
// não andar por cima de obstáculos | |
if (grid[yn][xn] == 1) | |
return; | |
var coords = xn + "," + yn; | |
if (!(coords in closed_tiles) || closed_tiles[coords] > movement) { | |
closed_tiles[coords] = movement; | |
tiles[yn][xn].css("background", "#88F"); | |
tile_walk(xn+1, yn, movement); | |
tile_walk(xn-1, yn, movement); | |
tile_walk(xn, yn+1, movement); | |
tile_walk(xn, yn-1, movement); | |
} | |
} | |
//constrói o cenário | |
for(var j = 0; j < HEIGHT; j++) | |
{ | |
tiles[j] = []; | |
for(var i = 0; i < WIDTH; i++) | |
{ | |
var type = "tile"; | |
if (grid[j][i] == 1) | |
type = "obstacle"; | |
var elem = $("<div/>").attr("class", type).css("top", j*TILE).css("left", i*TILE); | |
elem.click(function() { | |
MOV = $("#mov").val(); | |
if (MOV < 1 || MOV > 7 || isNaN(MOV)) { | |
alert("Intervalo permitido: de 1 a 7"); | |
MOV = 2; | |
$("#mov").val(2); | |
} else { | |
MOV = parseInt(MOV, 10); | |
X = get_x($(this)) / TILE; | |
Y = get_y($(this)) / TILE; | |
clear(); | |
tile_walk(X, Y, -1); | |
} | |
}); | |
tiles[j][i] = elem; | |
$("#game").append(elem); | |
} | |
} | |
}); | |
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