Created
July 31, 2020 05:58
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import { Maze } from "./maze"; | |
const state = { | |
x: 1, | |
y: 1, | |
destX: 1, | |
destY: 1, | |
path: [] | |
}; | |
type Path = [number, number][]; | |
type Node = { | |
x: number; | |
y: number; | |
cost: number; | |
previous: undefined | Node; | |
}; | |
// retraces our steps back to the original node | |
function retrace(node: Node, path: Path): Path { | |
// add another step to the path | |
const newPath = [[node.x, node.y], ...path]; | |
// did we find the origin? if so, we're done! | |
if (node.previous === undefined) return newPath; | |
// not yet ... let's keep retracing our steps | |
return retrace(node.previous, newPath); | |
} | |
function exploreNodes(nodes: Node[], exploredNodes: Node[]): Path { | |
// sort nodes by cost | |
nodes.sort((a, b) => (a.cost < b.cost ? -1 : 0)); | |
// remove the lowest cost node from the list | |
const lowestCostNode: Node = nodes.shift()!; | |
// add it to the explored nodes | |
exploredNodes.push(lowestCostNode); | |
// did we find the destination? | |
if (lowestCostNode.x === state.destX && lowestCostNode.y === state.destY) { | |
// retrace our steps back to the beginning! | |
return retrace(lowestCostNode, []); | |
} | |
// add any nodes around it that haven't been explored yet | |
for (let neighborX = -1; neighborX <= 1; neighborX += 1) { | |
for (let neighborY = -1; neighborY <= 1; neighborY += 1) { | |
// if it's the center of the 3x3 grid, ignore it | |
if (neighborX === 0 && neighborY === 0) continue; | |
// calculate the actual position in the world | |
const nx = lowestCostNode.x + neighborX; | |
const ny = lowestCostNode.y + neighborY; | |
// if it's outside the bounds of the map, skip it | |
if (nx < 0 || nx > 19 || ny < 0 || ny > 19) continue; | |
// if it's already in the set of nodes we are exploring, ignore it | |
if (nodes.find(node => node.x === nx && node.y === ny)) continue; | |
// if it's already been explored, ignore it | |
if (exploredNodes.find(node => node.x === nx && node.y === ny)) continue; | |
// if it's a wall, ignore it | |
if (Maze[ny][nx] === "wall") continue; | |
// must be a new node -- let's explore it! | |
// diagonal moves cost 1.4, horizontal / vertical cost 1 | |
const cost = neighborX === 0 || neighborY === 0 ? 1 : 1.4; | |
// now let's make a new explorable node | |
nodes.push({ | |
x: nx, | |
y: ny, | |
cost: lowestCostNode.cost + cost, | |
previous: lowestCostNode | |
}); | |
} | |
} | |
if (nodes.length > 0) { | |
// let's go explore another node | |
return exploreNodes(nodes, exploredNodes); | |
} else { | |
// couldn't find a path! return an empty one | |
return []; | |
} | |
} | |
function updatePath() { | |
// reset the path | |
state.path = []; | |
const initialNode = { | |
x: state.x, | |
y: state.y, | |
cost: 0, | |
previous: undefined | |
}; | |
const nodes: Node[] = [initialNode]; | |
const exploredNodes: Node[] = []; | |
state.path = exploreNodes(nodes, exploredNodes); | |
} | |
const Main = document.createElement("main"); | |
Object.assign(Main.style, { | |
backgroundColor: "#602F6B", | |
width: "600px", | |
height: "600px", | |
position: "relative" | |
}); | |
Maze.forEach((row, y) => { | |
row.forEach((tile, x) => { | |
const el = document.createElement("div"); | |
Object.assign(el.style, { | |
backgroundColor: tile === "wall" ? "#D399E6" : "", | |
width: "30px", | |
height: "30px", | |
float: "left" | |
}); | |
el.onclick = () => { | |
state.destX = x; | |
state.destY = y; | |
updatePath(); // recalculate path | |
}; | |
Main.appendChild(el); | |
}); | |
}); | |
const hamster = document.createElement("div"); | |
Object.assign(hamster.style, { | |
width: "30px", | |
height: "30px", | |
backgroundColor: "#FFFFFF", | |
borderRadius: "15px", | |
position: "absolute", | |
boxShadow: "1px 1px 5px black" | |
}); | |
Main.appendChild(hamster); | |
function updateHamster() { | |
Object.assign(hamster.style, { | |
left: `${state.x * 30}px`, | |
top: `${state.y * 30}px`, | |
transitionDuration: "0.5s" | |
}); | |
} | |
updateHamster(); | |
document.getElementById("app")!.appendChild(Main); | |
setInterval(() => { | |
// movement loop | |
if (state.path.length > 0) { | |
const nextPoint = state.path.shift(); | |
state.x = nextPoint![0]; | |
state.y = nextPoint![1]; | |
updateHamster(); | |
} | |
}, 500); |
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