我目前的问题是程序生成的路径明显不是最短路径。这里有一张截图显示了问题:
![enter image description here](https://istack.dev59.com/G54T3.webp)
看起来对角线移动成本等于非对角线移动成本,尽管我试图使对角线成本更高(1.414)。
这是整个算法实现。
function solveMaze() {
// intitialize starting node
startingNode.g = 0;
startingNode.h = diagonalHeuristic(startingNode, destinationNode);
startingNode.f = startingNode.g + startingNode.h;
// Loop until destination node has been reached.
while (currentNode != destinationNode) {
if (openNodes.length == 0) {
return null;
}
// set lowest cost node in openNode list to current node
currentNode = lowestCostInArray(openNodes);
//remove current node from openList
openNodes.splice(openNodes.indexOf(currentNode), 1);
//find 8 nodes adjacent to current node
connectedNodes = findConnectedNodes(currentNode);
//for each adjacent node,
for each (var n:Node in connectedNodes) {
// if node is not in open list AND its not in closed list AND its traversable
if ((openNodes.indexOf(n) == -1) && (closedNodes.indexOf(n) == -1) && n.traversable) {
// Calculate g and h values for the adjacent node and add the adjacent node to the open list
// also set the current node as the parent of the adjacent node
if ((n.mapX != currentNode.mapX) && (n.mapY != currentNode.mapY)) {
cost = 1.414;
} else {
cost = 1;
}
if(n.g> currentNode.g + cost){
n.g = currentNode.g + cost;
n.f=calculateCostOfNode(n);
n.parentNode =currentNode;
openNodes.push(n);
}
}
}
// turn current node into grass to indicate its been traversed
currentNode.setType("walked_path");
//var temp2:TextEntity = new TextEntity(n.h.toFixed(1).toString(), 32 * currentNode.mapX, 32 * currentNode.mapY);
//add(temp2);
// add current node to closed list
closedNodes.push(currentNode);
}
// create a path from the destination node back to the starting node by following each parent node
var tempNode:Node = destinationNode.parentNode;
tempNode.setType("path2"); // blue blocks
while(tempNode != startingNode){
tempNode = tempNode.parentNode;
tempNode.setType("path2");
}
}
以下是使用的辅助函数:
function findConnectedNodes(inputNode:Node):Array {
var outputArray:Array=[];
// obtain all nodes that are either 1 unit away or 1.4 units away.
for each (var n:Node in listOfNodes){
if ((diagonalHeuristic(inputNode, n) == 1)||(diagonalHeuristic(inputNode, n) == 1.4) {
outputArray.push(n);
}
}
return outputArray;
}
public static function diagonalHeuristic(node:Node, destinationNode:Node, cost:Number = 1.0, diagonalCost:Number = 1.4):Number {
var dx:Number = Math.abs(node.mapX - destinationNode.mapX);
var dy:Number = Math.abs(node.mapY - destinationNode.mapY);
if (dx > dy) {
return diagonalCost * dy + (dx - dy);
}else {
return diagonalCost * dx + (dy - dx);
}
}
function lowestCostInArray(inputArray:Array):Node {
var tempNode:Node = inputArray[0];
for each (var n:Node in inputArray) {
if (n.f < tempNode.f) {
tempNode = n;
}
}
return tempNode;
}
如果需要的话,我可以提供项目源代码。
calculateCostOfNode
的代码在哪里? - Wheeldog