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Christian Nelson 2010-01-09 11:09:22 -05:00
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--[[
A* algorithm for LUA
Ported to LUA by Altair
21 septembre 2006
--]]
function CalcMoves(mapmat, px, py, tx, ty) -- Based on some code of LMelior but made it work and improved way beyond his code, still thx LMelior!
--[[ PRE:
mapmat is a 2d array
px is the player's current x
py is the player's current y
tx is the target x
ty is the target y
Note: all the x and y are the x and y to be used in the table.
By this I mean, if the table is 3 by 2, the x can be 1,2,3 and the y can be 1 or 2.
--]]
--[[ POST:
closedlist is a list with the checked nodes.
It will return nil if all the available nodes have been checked but the target hasn't been found.
--]]
-- variables
local openlist={} -- Initialize table to store possible moves
local closedlist={} -- Initialize table to store checked gridsquares
local listk=1 -- List counter
local closedk=0 -- Closedlist counter
local tempH=math.abs(px-tx)+math.abs(py-ty)
local tempG=0
openlist[1]={x=px, y=py, g=0, h=tempH, f=0+tempH ,par=1} -- Make starting point in list
local xsize=table.getn(mapmat[1]) -- horizontal map size
local ysize=table.getn(mapmat) -- vertical map size
local curbase={} -- Current square from which to check possible moves
local basis=1 -- Index of current base
-- Growing loop
while listk>0 do
-- Get the lowest f of the openlist
local lowestF=openlist[listk].f
basis=listk
for k=listk,1,-1 do
if openlist[k].f<lowestF then
lowestF=openlist[k].f
basis=k
end
end
closedk=closedk+1
table.insert(closedlist,closedk,openlist[basis])
curbase=closedlist[closedk] -- define current base from which to grow list
local rightOK=true
local leftOK=true -- Booleans defining if they're OK to add
local downOK=true -- (must be reset for each while loop)
local upOK=true
-- Look through closedlist
if closedk>0 then
for k=1,closedk do
if closedlist[k].x==curbase.x+1 and closedlist[k].y==curbase.y then
rightOK=false
end
if closedlist[k].x==curbase.x-1 and closedlist[k].y==curbase.y then
leftOK=false
end
if closedlist[k].x==curbase.x and closedlist[k].y==curbase.y+1 then
downOK=false
end
if closedlist[k].x==curbase.x and closedlist[k].y==curbase.y-1 then
upOK=false
end
end
end
-- Check if next points are on the map and within moving distance
if curbase.x+1>xsize then
rightOK=false
end
if curbase.x-1<1 then
leftOK=false
end
if curbase.y+1>ysize then
downOK=false
end
if curbase.y-1<1 then
upOK=false
end
-- If it IS on the map, check map for obstacles
--(Lua returns an error if you try to access a table position that doesn't exist, so you can't combine it with above)
if curbase.x+1<=xsize and mapmat[curbase.y][curbase.x+1]~=0 then
rightOK=false
end
if curbase.x-1>=1 and mapmat[curbase.y][curbase.x-1]~=0 then
leftOK=false
end
if curbase.y+1<=ysize and mapmat[curbase.y+1][curbase.x]~=0 then
downOK=false
end
if curbase.y-1>=1 and mapmat[curbase.y-1][curbase.x]~=0 then
upOK=false
end
-- check if the move from the current base is shorter then from the former parrent
tempG=curbase.g+1
for k=1,listk do
if rightOK and openlist[k].x==curbase.x+1 and openlist[k].y==curbase.y and openlist[k].g>tempG then
tempH=math.abs((curbase.x+1)-tx)+math.abs(curbase.y-ty)
table.insert(openlist,k,{x=curbase.x+1, y=curbase.y, g=tempG, h=tempH, f=tempG+tempH, par=closedk})
rightOK=false
end
if leftOK and openlist[k].x==curbase.x-1 and openlist[k].y==curbase.y and openlist[k].g>tempG then
tempH=math.abs((curbase.x-1)-tx)+math.abs(curbase.y-ty)
table.insert(openlist,k,{x=curbase.x-1, y=curbase.y, g=tempG, h=tempH, f=tempG+tempH, par=closedk})
leftOK=false
end
if downOK and openlist[k].x==curbase.x and openlist[k].y==curbase.y+1 and openlist[k].g>tempG then
tempH=math.abs((curbase.x)-tx)+math.abs(curbase.y+1-ty)
table.insert(openlist,k,{x=curbase.x, y=curbase.y+1, g=tempG, h=tempH, f=tempG+tempH, par=closedk})
downOK=false
end
if upOK and openlist[k].x==curbase.x and openlist[k].y==curbase.y-1 and openlist[k].g>tempG then
tempH=math.abs((curbase.x)-tx)+math.abs(curbase.y-1-ty)
table.insert(openlist,k,{x=curbase.x, y=curbase.y-1, g=tempG, h=tempH, f=tempG+tempH, par=closedk})
upOK=false
end
end
-- Add points to openlist
-- Add point to the right of current base point
if rightOK then
listk=listk+1
tempH=math.abs((curbase.x+1)-tx)+math.abs(curbase.y-ty)
table.insert(openlist,listk,{x=curbase.x+1, y=curbase.y, g=tempG, h=tempH, f=tempG+tempH, par=closedk})
end
-- Add point to the left of current base point
if leftOK then
listk=listk+1
tempH=math.abs((curbase.x-1)-tx)+math.abs(curbase.y-ty)
table.insert(openlist,listk,{x=curbase.x-1, y=curbase.y, g=tempG, h=tempH, f=tempG+tempH, par=closedk})
end
-- Add point on the top of current base point
if downOK then
listk=listk+1
tempH=math.abs(curbase.x-tx)+math.abs((curbase.y+1)-ty)
table.insert(openlist,listk,{x=curbase.x, y=curbase.y+1, g=tempG, h=tempH, f=tempG+tempH, par=closedk})
end
-- Add point on the bottom of current base point
if upOK then
listk=listk+1
tempH=math.abs(curbase.x-tx)+math.abs((curbase.y-1)-ty)
table.insert(openlist,listk,{x=curbase.x, y=curbase.y-1, g=tempG, h=tempH, f=tempG+tempH, par=closedk})
end
table.remove(openlist,basis)
listk=listk-1
if closedlist[closedk].x==tx and closedlist[closedk].y==ty then
return closedlist
end
end
return nil
end
function CalcPath(closedlist)
--[[ PRE:
closedlist is a list with the checked nodes.
OR nil if all the available nodes have been checked but the target hasn't been found.
--]]
--[[ POST:
path is a list with all the x and y coords of the nodes of the path to the target.
OR nil if closedlist==nil
--]]
if closedlist==nil then
return nil
end
local path={}
local pathIndex={}
local last=table.getn(closedlist)
table.insert(pathIndex,1,last)
local i=1
while pathIndex[i]>1 do
i=i+1
table.insert(pathIndex,i,closedlist[pathIndex[i-1]].par)
end
for n=table.getn(pathIndex),1,-1 do
table.insert(path,{x=closedlist[pathIndex[n]].x, y=closedlist[pathIndex[n]].y})
end
closedlist=nil
return path
end

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A-star test release.lua Normal file
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--[[
This a little program to test my A* algorithm for LUA
Made by Altair
21 septembre 2006
--]]
dofile("A-star algorithm release.lua")
wit=Color.new(255,255,255)
rood=Color.new(255,0,0)
groen=Color.new(0,255,0)
grijs=Color.new(100,100,100)
blauw=Color.new(0,0,255)
x=100
y=100
player={x=0, y=0, xmove=0, ymove=0, speed=5, path={}, cur=1, pathLength=0, move=false}
orderMove=false
deler=16
xInterval=50
yInterval=50
Player=Image.createEmpty(xInterval-1, yInterval-1)
Player:clear(groen)
map= {
{0,0,0,0,0,0,0,0,0},
{0,0,0,0,1,0,0,0,0},
{0,0,0,0,1,0,0,0,0},
{0,0,0,0,1,0,0,0,0},
{0,0,0,0,0,0,0,0,0}
}
function drawGrid(map,xInterval,yInterval,color)
local w=table.getn(map[1])
local h=table.getn(map)
for n=1,w do
if n*xInterval<480 then
screen:drawLine(n*xInterval,0,n*xInterval,h*yInterval,color)
end
end
for n=1,h do
if n*yInterval<272 then
screen:drawLine(0,n*yInterval,w*xInterval,n*yInterval,color)
end
end
end
function drawBlock(map,xInterval,yInterval,color)
local w=table.getn(map[1])
local h=table.getn(map)
for n=1,w do
for i=1,h do
if map[i][n]==1 then
screen:fillRect((n-1)*xInterval+1, (i-1)*yInterval+1, xInterval-1, yInterval-1, color)
end
end
end
end
while true do
screen:clear()
drawGrid(map,xInterval,yInterval,grijs)
drawBlock(map,xInterval,yInterval,blauw)
screen:blit(player.x+1,player.y+1,Player)
screen:drawLine(x-5, y, x+5, y, wit)
screen:drawLine(x, y-5, x, y+5, wit)
pad = Controls.read()
dx = pad:analogX()
if math.abs(dx) > 32 then
x = x + dx / deler
end
dy = pad:analogY()
if math.abs(dy) > 32 then
y = y + dy / deler
end
if x<0 then
x=0
end
if y<0 then
y=0
end
if x>=table.getn(map[1])*xInterval then
x=table.getn(map[1])*xInterval-1
end
if y>=table.getn(map)*yInterval then
y=table.getn(map)*yInterval-1
end
local mapx=math.floor(x/xInterval)+1
local mapy=math.floor(y/yInterval)+1
if pad~=oldpad then
if pad:cross() then
orderMove=true
end
if pad:square() then
if map[mapy][mapx]==0 then
map[mapy][mapx]=1
elseif map[mapy][mapx]==1 then
map[mapy][mapx]=0
end
end
if pad:l() then
deler=deler*2
end
if pad:r() then
deler=deler/2
end
if pad:start() then
break
end
end
oldpad=pad
if orderMove==true then
player.path=CalcPath(CalcMoves(map, math.floor(player.x/xInterval)+1, math.floor(player.y/yInterval)+1, mapx, mapy))
if player.path==nil then
orderMove=false
end
if player.path~=nil then
player.pathLength=table.getn(player.path)
player.cur=1
player.xmove=(player.path[player.cur].x*xInterval)-xInterval
player.ymove=(player.path[player.cur].y*yInterval)-yInterval
orderMove=false
player.move=true
end
end
-- Movement
if player.move==true then
if player.xmove>player.x then
player.x=player.x+player.speed
elseif player.xmove<player.x then
player.x=player.x-player.speed
end
if player.ymove>player.y then
player.y=player.y+player.speed
elseif player.ymove<player.y then
player.y=player.y-player.speed
end
if player.y==player.ymove and player.x==player.xmove and player.cur<player.pathLength then
player.cur=player.cur+1
player.xmove=(player.path[player.cur].x*xInterval)-xInterval
player.ymove=(player.path[player.cur].y*yInterval)-yInterval
end
if player.y==player.ymove and player.x==player.xmove and player.cur>=player.pathLength then
player.move=false
end
end
screen:print(0,264,"A* algorithm for LUA - Ported by Altair 2006",wit)
screen.waitVblankStart()
screen:flip()
end

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README Normal file
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