从前的一个A*

以前的一个a*练习,搬过来凑个数……

A*算法描述见这篇博文

ruby代码:

#encoding=utf-8
MAP = [
		[0, 0, 0, 0, 0, 0, 0, 0],
		[0, 0, 0, 1, 0, 0, 0, 0],
		[0, 0, 0, 1, 0, 0, 0, 0],
		[0, 0, 0, 1, 1, 0, 1, 0],
		[0, 0, 0, 1, 0, 0, 0, 0],
		[0, 0, 0, 1, 0, 0, 0, 0],
		[0, 0, 0, 1, 0, 0, 0, 0],
		[0, 0, 0, 0, 0, 0, 0, 0],		
	  ]		
class Point
	attr_accessor		:x
	attr_accessor		:y
	attr_accessor		:g
	attr_accessor		:h
	attr_accessor		:f
	attr_accessor		:parent
	def initialize(x, y, parent)
		self.x = x
		self.y = y
		self.parent = parent
	end
	def to_s
		"#{super.to_s}, #{[self.x, self.y, self.g, self.h, self.f]}"
	end
end

$open = {}
$close = {}

def find(sx, sy, ex, ey)
	startP = Point.new(sx, sy, nil)
	startP.g = 0
	pos = startP
	while (!$open[[ex, ey]]) do
		dealAround(pos, ex, ey)	# 检查周围元素,计算f
		pos = getMinFPos
	end
	pos = $open[[ex, ey]]
	path = []
	while (pos.parent) do
		path << [pos.x, pos.y]
		pos = pos.parent
	end
	path << [pos.x, pos.y]
	for y in 0...MAP.size
		for x in 0...MAP[0].size
			print (path.include?([x, y])) ? "☆" : (MAP[y][x] == 0 ? "□" : "■")
		end
		print "\r\n"
	end
	p path
end
def getMinFPos
	return nil if $open.size < 1
	minG = $open.values[0].g
	minGPos = $open.values[0]
	$open.values.each{|pos|
		if minG > pos.g
			minG = pos.g
			minGPos = pos
		end
	}
	return minGPos
end
def dealAround(pos, endx, endy)
	# 将pos加入close列表
	$close[[pos.x, pos.y]] = pos	
	# 将pos从open列表中移出
	$open.delete([pos.x, pos.y])
	# 检查周围元素
	[[-1, -1], [0, -1], [1, -1], [-1, 0], [1, 0], [-1, 1], [0, 1], [1, 1]].each{|posOffset|
		# 跳过边界
		next if pos.x + posOffset[0] < 0 or pos.y + posOffset[1] < 0 or pos.x + posOffset[0] > MAP[0].size - 1 or pos.y + posOffset[1] > MAP.size - 1
		# 跳过不可通行的方块
		next if MAP[pos.y + posOffset[1]][pos.x + posOffset[0]] != 0
		# 跳过close列表
		next if $close[[pos.x + posOffset[0], pos.y + posOffset[1]]]
		
		newPos = Point.new(pos.x + posOffset[0], pos.y + posOffset[1], pos)
		# 计算g
		if posOffset[0].abs + posOffset[1].abs == 2 # 斜向
			newPos.g = pos.g + 14
		else
			newPos.g = pos.g + 10
		end
		# 计算h
		newPos.h = (endx - newPos.x).abs * 10 + (endy - newPos.y).abs * 10
		# 计算f
		newPos.f = newPos.g + newPos.h
		# 添加到open列表
		if $open[[newPos.x, newPos.y]] # 已存在
			thePos = $open[[newPos.x, newPos.y]]	
			tempG = ((thePos.x - pos.x).abs + (thePos.y - pos.y).abs == 2) ? (pos.g + 14) : (pos.g + 10)
			if tempG < thePos.g	# 当前节点使g更小
				thePos.g = tempG
				thePos.f = tempG + thePos.h
				thePos.parent = pos	# 修改父节点为当前节点
			end
		else	# 不存在
			$open[[newPos.x, newPos.y]] = newPos
		end
	}
end

find(0, 0, 7, 7)

 

切切切...

require 'sdl'
require "rexml/document"  
include REXML  
SDL.init(SDL::INIT_VIDEO)

row = 4
col = 4

filename = "citizen-1.png"
image = SDL::Surface.load(filename)
w, h = image.w, image.h
if filename[/^(.*)?\.(png|jpg|bmp)?/i]
	p $1, $2
end

picname = $1
ext = $2


doc = Document.new("<!DOCTYPE plist PUBLIC \"-//Apple Computer//DTD PLIST 1.0//EN\" \"http://www.apple.com/DTDs/PropertyList-1.0.dtd\">")
doc << XMLDecl.new(1.0, "utf-8")
root_node = doc.add_element("plist")
root_node.attributes["version"] = "1.0"
root_dict = root_node.add_element("dict") 

# frames
frame_key = root_dict.add_element("key")
frame_key.text = "frames"
frame_dict =  root_dict.add_element("dict")

for i in 0...row
	for j in 0...col
		key = Element.new("key")
		key.text = "#{picname}_#{i * col + j}.#{ext}"
		dict = Element.new("dict")
		# dict
		ek = []
		ev = []
		
		ek[0] = Element.new("key")
		ek[0].text = "width"
		ev[0] = Element.new("integer")
		ev[0].text = (w / col).to_s
		
		ek[1] = Element.new("key")
		ek[1].text = "height"
		ev[1] = Element.new("integer")
		ev[1].text = (h / row).to_s
		
		ek[2] = Element.new("key")
		ek[2].text = "originalWidth"
		ev[2] = Element.new("integer")
		ev[2].text = (w / col).to_s
		
		ek[3] = Element.new("key")
		ek[3].text = "originalHeight"
		ev[3] = Element.new("integer")
		ev[3].text = (h / row).to_s
		
		ek[4] = Element.new("key")
		ek[4].text = "x"
		ev[4] = Element.new("integer")
		ev[4].text = (j * w / row).to_s
		
		ek[5] = Element.new("key")
		ek[5].text = "y"
		ev[5] = Element.new("integer")
		ev[5].text = (i * h / col).to_s
		
		ek[6] = Element.new("key")
		ek[6].text = "offsetX"
		ev[6] = Element.new("real")
		ev[6].text = "0"
		
		ek[7] = Element.new("key")
		ek[7].text = "offsetY"
		ev[7] = Element.new("real")
		ev[7].text = "0"
		
		for t in 0...ek.size
			dict.elements << ek[t]
			dict.elements << ev[t]
		end
		
		frame_dict.elements << key
		frame_dict.elements << dict
		
		# end dict
	end
end
# end frames
	
# metadata
metadata_key = root_dict.add_element("key")
metadata_key.text = "metadata"
metadatat_dict =  root_dict.add_element("dict")

ek = []
ev = []

ek[0] = Element.new("key")
ek[0].text = "format"
ev[0] = Element.new("integer")
ev[0].text = "2"	

ek[1] = Element.new("key")
ek[1].text = "textureFileName"
ev[1] = Element.new("string")
ev[1].text = filename

ek[2] = Element.new("key")
ek[2].text = "realTextureFileName"
ev[2] = Element.new("string")
ev[2].text = filename

ek[3] = Element.new("key")
ek[3].text = "size"
ev[3] = Element.new("string")
ev[3].text = "{#{w},#{h}}"

for t in 0...ek.size
	metadatat_dict.elements << ek[t]
	metadatat_dict.elements << ev[t]
end
#end metadata

# texture
texture_key = root_dict.add_element("key")
texture_key.text = "texture"
texture_dict =  root_dict.add_element("dict")

ek = []
ev = []

ek[0] = Element.new("key")
ek[0].text = "width"
ev[0] = Element.new("integer")
ev[0].text = "#{w}"	

ek[1] = Element.new("key")
ek[1].text = "height"
ev[1] = Element.new("integer")
ev[1].text = "#{h}"

for t in 0...ek.size
	texture_dict.elements << ek[t]
	texture_dict.elements << ev[t]
end
# end texture

file = File.open("#{picname}.plist", "w")
doc.write(file, 4, false, true)
file.close

p doc.xml_decl()

bug啥的慢慢修。

读取RM脚本

本身是Array所以直接Marshal.load就好了,期间使用zlib解压一次。读出来后回头可以做个在线查看默认脚本的东西……

require "zlib"
def load_data(filename)
File.open(filename, "rb") { |f|
	obj = Marshal.load(f)
}
end

scripts = load_data("./scri.rxdata")

File.open("script.txt", "wb") {|f|	
	scripts.each{|spriteObj|
		spriteObj[3,0] = Zlib::Inflate.inflate(spriteObj[2])
		p spriteObj[1]
		f.puts "#" + spriteObj[1]
		f.puts spriteObj[3]
	}
}