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grid.go
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package main
import (
"errors"
"github.com/veandco/go-sdl2/sdl"
)
// special value used for the "From" of the start node
var NOWHERE = Position{-1, -1}
// deltas = neighbor x, y offsets
//
// Y ^
// |
// | -1, 1 0, 1 1, 1
// |
// | -1, 0 [cur] 1, 0
// |
// | -1, -1 0, -1 1, -1
// |
// |
// --------------------------------->
// X
var deltas = [][2]int{
[2]int{-1, 1},
[2]int{0, 1},
[2]int{1, 1},
[2]int{-1, 0},
[2]int{1, 0},
[2]int{-1, -1},
[2]int{0, -1},
[2]int{1, -1},
}
type Grid struct {
W int
H int
Cells [][]int
start *Position
end *Position
path []PositionPair
r *sdl.Renderer
st *sdl.Texture
}
// Construct a new grid, along with its SDL texture, generating random terrain
func NewGrid(r *sdl.Renderer) *Grid {
st, err := r.CreateTexture(
sdl.PIXELFORMAT_RGBA8888,
sdl.TEXTUREACCESS_TARGET,
WINDOW_WIDTH,
WINDOW_HEIGHT)
if err != nil {
panic(err)
}
g := Grid{
W: GRID_CELL_DIMENSION,
H: GRID_CELL_DIMENSION,
Cells: MakeTerrain(GRID_CELL_DIMENSION, GRID_CELL_DIMENSION),
r: r,
st: st,
}
g.UpdateTexture()
return &g
}
// delete the saved path, start, and end data
func (g *Grid) Clear() {
g.path = g.path[:0]
if g.start != nil {
g.Cells[g.start.X][g.start.Y] = EMPTY
g.start = nil
}
if g.end != nil {
g.Cells[g.end.X][g.end.Y] = EMPTY
g.end = nil
}
}
// tests if a position is in the grid bounds
func (g *Grid) InGrid(p Position) bool {
return p.X >= 0 && p.X < GRID_CELL_DIMENSION &&
p.Y >= 0 && p.Y < GRID_CELL_DIMENSION
}
// tests if a position contains an obstacle
func (g *Grid) IsObstacle(p Position) bool {
return g.Cells[p.X][p.Y] == OBSTACLE
}
// returns the neighbor position given an offset 'delta' or error if not a valid
// neighbor (returns error on cross-corners)
func (g *Grid) NbrOf(cur Position, delta [2]int) (
pos Position, dist int, err error) {
nbr := Position{
cur.X + delta[0],
cur.Y + delta[1],
}
if !g.InGrid(nbr) ||
g.IsObstacle(nbr) ||
// excludes cells which cross an obstacle on the corner
(delta[0]*delta[1] != 0 &&
g.Cells[cur.X][nbr.Y] == OBSTACLE ||
g.Cells[nbr.X][cur.Y] == OBSTACLE) {
return NOWHERE, -1, errors.New("invalid neighbor")
} else {
// dist is an integer expression of the distance from
// cur to the neighbor cell we're looking at here.
// if either x or y offset is 0, we're moving straight,
// so put 10. Otherwise we're moving diagonal, so put 14
// (these are 1 and sqrt(2), but made into integers for speed)
if delta[0]*delta[1] == 0 {
dist = 10
} else {
dist = 14
}
return nbr, dist, nil
}
}
func (g *Grid) SetStart(start Position) {
g.start = &start
g.Cells[start.X][start.Y] = START
}
func (g *Grid) SetEnd(end Position) {
g.end = &end
g.Cells[end.X][end.Y] = END
}
// redraw the texture according to current state
func (g *Grid) UpdateTexture() {
g.r.SetRenderTarget(g.st)
defer g.r.SetRenderTarget(nil)
g.r.SetDrawColor(0, 0, 0, 0)
g.r.Clear()
g.DrawGrid()
g.DrawPath()
}
// draw the grid cells (EMPTY, OBSTACLE, START, END) to `st`
func (g *Grid) DrawGrid() {
for x := 0; x < GRID_CELL_DIMENSION; x++ {
for y := 0; y < GRID_CELL_DIMENSION; y++ {
var c sdl.Color
kind := g.Cells[x][y]
switch kind {
case EMPTY:
c = sdl.Color{R: 0, G: 0, B: 0}
case OBSTACLE:
c = sdl.Color{R: 255, G: 0, B: 0}
case START:
c = sdl.Color{R: 0, G: 255, B: 0}
case END:
c = sdl.Color{R: 0, G: 255, B: 255}
}
drawRect(g.r,
Rect2D{
float64(x * GRIDCELL_WORLD_W),
float64(y * GRIDCELL_WORLD_H),
GRIDCELL_WORLD_W,
GRIDCELL_WORLD_H},
c)
}
}
}
// draw the path to `st`
func (g *Grid) DrawPath() {
for _, pp := range g.path {
p1 := GridCellSpaceToGridWorldSpace(pp.p1)
p2 := GridCellSpaceToGridWorldSpace(pp.p2)
drawVector(g.r,
p1,
p2.Sub(p1),
sdl.Color{R: 255, G: 255, B: 255})
}
}