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-rw-r--r--samples/13_path_finding_algorithms/01_breadth_first_search/app/main.rb174
1 files changed, 87 insertions, 87 deletions
diff --git a/samples/13_path_finding_algorithms/01_breadth_first_search/app/main.rb b/samples/13_path_finding_algorithms/01_breadth_first_search/app/main.rb
index 7f98509..8b84f1c 100644
--- a/samples/13_path_finding_algorithms/01_breadth_first_search/app/main.rb
+++ b/samples/13_path_finding_algorithms/01_breadth_first_search/app/main.rb
@@ -35,19 +35,19 @@ class BreadthFirstSearch
# Stores which step of the animation is being rendered
# When the user moves the star or messes with the walls,
# the breadth first search is recalculated up to this step
- args.state.anim_steps = 0
+ args.state.anim_steps = 0
# At some step the animation will end,
# and further steps won't change anything (the whole grid will be explored)
# This step is roughly the grid's width * height
# When anim_steps equals max_steps no more calculations will occur
# and the slider will be at the end
- args.state.max_steps = args.state.grid.width * args.state.grid.height
+ args.state.max_steps = args.state.grid.width * args.state.grid.height
# Whether the animation should play or not
# If true, every tick moves anim_steps forward one
# Pressing the stepwise animation buttons will pause the animation
- args.state.play = true
+ args.state.play = true
# The location of the star and walls of the grid
# They can be modified to have a different initial grid
@@ -116,7 +116,7 @@ class BreadthFirstSearch
[24, 9] => true,
[25, 8] => true,
[25, 9] => true,
- }
+ }
# Variables that are used by the breadth first search
# Storing cells that the search has visited, prevents unnecessary steps
@@ -132,7 +132,7 @@ class BreadthFirstSearch
# We store this value, because we want to remember the value even when
# the user's cursor is no longer over what they're interacting with, but
# they are still clicking down on the mouse.
- args.state.click_and_drag = :none
+ args.state.click_and_drag = :none
# Store the rects of the buttons that control the animation
# They are here for user customization
@@ -166,13 +166,13 @@ class BreadthFirstSearch
# User input is processed, and
# The next step in the search is calculated
def tick
- render
- input
+ render
+ input
# If animation is playing, and max steps have not been reached
# Move the search a step forward
if state.play && state.anim_steps < state.max_steps
# Variable that tells the program what step to recalculate up to
- state.anim_steps += 1
+ state.anim_steps += 1
calc
end
end
@@ -182,8 +182,8 @@ class BreadthFirstSearch
render_buttons
render_slider
- render_background
- render_visited
+ render_background
+ render_visited
render_frontier
render_walls
render_star
@@ -260,8 +260,8 @@ class BreadthFirstSearch
# Draws what the grid looks like with nothing on it
def render_background
- render_unvisited
- render_grid_lines
+ render_unvisited
+ render_grid_lines
end
# Draws a rectangle the size of the entire grid to represent unvisited cells
@@ -276,7 +276,7 @@ class BreadthFirstSearch
end
for y in 0..grid.height
- outputs.lines << horizontal_line(y)
+ outputs.lines << horizontal_line(y)
end
end
@@ -294,28 +294,28 @@ class BreadthFirstSearch
# The frontier is the most outward parts of the search
def render_frontier
outputs.solids << state.frontier.map do |cell|
- [scale_up(cell), frontier_color]
+ [scale_up([cell.x, cell.y]), frontier_color]
end
end
# Draws the walls
def render_walls
outputs.solids << state.walls.map do |wall|
- [scale_up(wall), wall_color]
+ [scale_up([wall.x, wall.y]), wall_color]
end
end
# Renders cells that have been searched in the appropriate color
def render_visited
outputs.solids << state.visited.map do |cell|
- [scale_up(cell), visited_color]
+ [scale_up([cell.x, cell.y]), visited_color]
end
end
# Renders the star
def render_star
outputs.sprites << [scale_up(state.star), 'star.png']
- end
+ end
# In code, the cells are represented as 1x1 rectangles
# When drawn, the cells are larger than 1x1 rectangles
@@ -369,20 +369,20 @@ class BreadthFirstSearch
# The detection and processing of click and drag inputs are separate
# The program has to remember that the user is dragging an object
# even when the mouse is no longer over that object
- detect_click_and_drag
- process_click_and_drag
+ detect_click_and_drag
+ process_click_and_drag
end
# Detects and Process input for each button
def input_buttons
- input_left_button
- input_center_button
- input_next_step_button
+ input_left_button
+ input_center_button
+ input_next_step_button
end
# Checks if the previous step button is clicked
# If it is, it pauses the animation and moves the search one step backward
- def input_left_button
+ def input_left_button
if left_button_clicked?
state.play = false
state.anim_steps -= 1
@@ -394,7 +394,7 @@ class BreadthFirstSearch
# Inverses whether the animation is playing or not when clicked
def input_center_button
if center_button_clicked? or inputs.keyboard.key_down.space
- state.play = !state.play
+ state.play = !state.play
end
end
@@ -402,8 +402,8 @@ class BreadthFirstSearch
# If it is, it pauses the animation and moves the search one step forward
def input_next_step_button
if right_button_clicked?
- state.play = false
- state.anim_steps += 1
+ state.play = false
+ state.anim_steps += 1
calc
end
end
@@ -412,29 +412,29 @@ class BreadthFirstSearch
# Storing the value allows the user to continue the same edit as long as the
# mouse left click is held
def detect_click_and_drag
- if inputs.mouse.up
- state.click_and_drag = :none
- elsif star_clicked?
- state.click_and_drag = :star
- elsif wall_clicked?
- state.click_and_drag = :remove_wall
- elsif grid_clicked?
- state.click_and_drag = :add_wall
- elsif slider_clicked?
- state.click_and_drag = :slider
+ if inputs.mouse.up
+ state.click_and_drag = :none
+ elsif star_clicked?
+ state.click_and_drag = :star
+ elsif wall_clicked?
+ state.click_and_drag = :remove_wall
+ elsif grid_clicked?
+ state.click_and_drag = :add_wall
+ elsif slider_clicked?
+ state.click_and_drag = :slider
end
end
# Processes click and drag based on what the user is currently dragging
def process_click_and_drag
- if state.click_and_drag == :star
- input_star
- elsif state.click_and_drag == :remove_wall
- input_remove_wall
- elsif state.click_and_drag == :add_wall
- input_add_wall
- elsif state.click_and_drag == :slider
- input_slider
+ if state.click_and_drag == :star
+ input_star
+ elsif state.click_and_drag == :remove_wall
+ input_remove_wall
+ elsif state.click_and_drag == :add_wall
+ input_add_wall
+ elsif state.click_and_drag == :slider
+ input_slider
end
end
@@ -442,10 +442,10 @@ class BreadthFirstSearch
# Only recalculates the search if the star changes position
# Called whenever the user is editing the star (puts mouse down on star)
def input_star
- old_star = state.star.clone
+ old_star = state.star.clone
state.star = cell_closest_to_mouse
- unless old_star == state.star
- recalculate
+ unless old_star == state.star
+ recalculate
end
end
@@ -454,20 +454,20 @@ class BreadthFirstSearch
# The mouse needs to be inside the grid, because we only want to remove walls
# the cursor is directly over
# Recalculations should only occur when a wall is actually deleted
- if mouse_inside_grid?
+ if mouse_inside_grid?
if state.walls.has_key?(cell_closest_to_mouse)
- state.walls.delete(cell_closest_to_mouse)
- recalculate
+ state.walls.delete(cell_closest_to_mouse)
+ recalculate
end
end
end
# Adds walls at cells under the cursor
def input_add_wall
- if mouse_inside_grid?
+ if mouse_inside_grid?
unless state.walls.has_key?(cell_closest_to_mouse)
- state.walls[cell_closest_to_mouse] = true
- recalculate
+ state.walls[cell_closest_to_mouse] = true
+ recalculate
end
end
end
@@ -477,18 +477,18 @@ class BreadthFirstSearch
# on the slider
# Changes the step of the search to be animated
def input_slider
- state.play = false
+ state.play = false
mouse_x = inputs.mouse.point.x
# Bounds the mouse_x to the closest x value on the slider line
- mouse_x = slider.x if mouse_x < slider.x
- mouse_x = slider.x + slider.w if mouse_x > slider.x + slider.w
+ mouse_x = slider.x if mouse_x < slider.x
+ mouse_x = slider.x + slider.w if mouse_x > slider.x + slider.w
# Sets the current search step to the one represented by the mouse x value
# The slider's circle moves due to the render_slider method using anim_steps
state.anim_steps = ((mouse_x - slider.x) / slider.spacing).to_i
- recalculate
+ recalculate
end
# Whenever the user edits the grid,
@@ -496,11 +496,11 @@ class BreadthFirstSearch
# with the current grid as the initial state of the grid
def recalculate
# Resets the search
- state.frontier = []
- state.visited = {}
+ state.frontier = []
+ state.visited = {}
# Moves the animation forward one step at a time
- state.anim_steps.times { calc }
+ state.anim_steps.times { calc }
end
@@ -515,39 +515,39 @@ class BreadthFirstSearch
# The setup to the search
# Runs once when the there is no frontier or visited cells
- if state.frontier.empty? && state.visited.empty?
- state.frontier << state.star
- state.visited[state.star] = true
+ if state.frontier.empty? && state.visited.empty?
+ state.frontier << state.star
+ state.visited[state.star] = true
end
# A step in the search
- unless state.frontier.empty?
+ unless state.frontier.empty?
# Takes the next frontier cell
- new_frontier = state.frontier.shift
+ new_frontier = state.frontier.shift
# For each of its neighbors
- adjacent_neighbors(new_frontier).each do |neighbor|
+ adjacent_neighbors(new_frontier).each do |neighbor|
# That have not been visited and are not walls
- unless state.visited.has_key?(neighbor) || state.walls.has_key?(neighbor)
+ unless state.visited.has_key?(neighbor) || state.walls.has_key?(neighbor)
# Add them to the frontier and mark them as visited
- state.frontier << neighbor
- state.visited[neighbor] = true
+ state.frontier << neighbor
+ state.visited[neighbor] = true
end
end
end
end
-
+
# Returns a list of adjacent cells
# Used to determine what the next cells to be added to the frontier are
def adjacent_neighbors(cell)
- neighbors = []
+ neighbors = []
- neighbors << [cell.x, cell.y + 1] unless cell.y == grid.height - 1
- neighbors << [cell.x + 1, cell.y] unless cell.x == grid.width - 1
- neighbors << [cell.x, cell.y - 1] unless cell.y == 0
- neighbors << [cell.x - 1, cell.y] unless cell.x == 0
+ neighbors << [cell.x, cell.y + 1] unless cell.y == grid.height - 1
+ neighbors << [cell.x + 1, cell.y] unless cell.x == grid.width - 1
+ neighbors << [cell.x, cell.y - 1] unless cell.y == 0
+ neighbors << [cell.x - 1, cell.y] unless cell.x == 0
- neighbors
+ neighbors
end
# When the user grabs the star and puts their cursor to the far right
@@ -555,13 +555,13 @@ class BreadthFirstSearch
# Finding the cell closest to the mouse helps with this
def cell_closest_to_mouse
# Closest cell to the mouse
- x = (inputs.mouse.point.x / grid.cell_size).to_i
- y = (inputs.mouse.point.y / grid.cell_size).to_i
+ x = (inputs.mouse.point.x / grid.cell_size).to_i
+ y = (inputs.mouse.point.y / grid.cell_size).to_i
# Bound x and y to the grid
- x = grid.width - 1 if x > grid.width - 1
- y = grid.height - 1 if y > grid.height - 1
+ x = grid.width - 1 if x > grid.width - 1
+ y = grid.height - 1 if y > grid.height - 1
# Return closest cell
- [x, y]
+ [x, y]
end
# These methods detect when the buttons are clicked
@@ -605,7 +605,7 @@ class BreadthFirstSearch
# Part of the condition that checks whether the user is removing a wall
def mouse_inside_a_wall?
state.walls.each_key do | wall |
- return true if inputs.mouse.point.inside_rect?(scale_up(wall))
+ return true if inputs.mouse.point.inside_rect?(scale_up([wall.x, wall.y]))
end
false
@@ -622,27 +622,27 @@ class BreadthFirstSearch
# Light brown
def unvisited_color
- [221, 212, 213]
+ [221, 212, 213]
end
# Black
def grid_line_color
- [255, 255, 255]
+ [255, 255, 255]
end
# Dark Brown
def visited_color
- [204, 191, 179]
+ [204, 191, 179]
end
# Blue
def frontier_color
- [103, 136, 204]
+ [103, 136, 204]
end
# Camo Green
def wall_color
- [134, 134, 120]
+ [134, 134, 120]
end
# Button Background