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<meta charset="UTF-8">
<title>Chapter 8 Example 19 - A* With Tank Animation with diagoinal moves</title>
<script src="modernizr.js"></script>
<script type='text/javascript' src='graph.js'></script>
<script type='text/javascript' src='astar.js'></script>
<script type="text/javascript">
window.addEventListener('load'eventWindowLoadedfalse);
function eventWindowLoaded() {
canvasApp();
}
function canvasSupport () {
return Modernizr.canvas;
}
function canvasApp(){
if (!canvasSupport()) {
return;
}else{
var theCanvas = document.getElementById('canvas');
var context = theCanvas.getContext('2d');
}
var currentNodeIndex=0;
var nextNode;
var currentNode;
var rowDelta=0;
var colDelta=0;
var tankX=0;
var tankY=0;
var angleInRadians=0;
var tankStarted=false;
var tankMoving=false;
var finishedPath=false;
//set up tile map
var mapRows=15;
var mapCols=15;
var tileMap=[
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]
,[0,1,2,1,1,1,1,1,1,1,1,1,1,1,0]
,[0,1,0,1,0,0,1,0,1,0,0,1,0,1,0]
,[0,1,0,1,0,0,1,0,1,0,0,1,0,1,0]
,[0,1,0,1,0,0,1,1,1,0,0,1,0,1,0]
,[0,2,1,1,1,1,0,0,0,1,1,1,1,1,0]
,[0,1,0,0,0,1,0,0,0,1,0,0,0,1,0]
,[0,1,1,1,2,1,0,0,0,1,1,1,1,1,0]
,[0,0,0,0,0,1,1,1,1,1,0,0,0,0,0]
,[0,1,1,1,1,1,0,0,0,1,1,1,1,1,0]
,[0,1,0,1,0,0,1,1,1,0,0,1,0,1,0]
Simple A* Path Finding on a Tile Grid  |  519
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,[0,1,0,1,0,0,2,0,1,0,0,1,0,1,0]
,[0,1,0,1,0,0,1,0,1,0,0,1,0,1,0]
,[0,1,1,1,1,1,1,2,1,1,1,1,1,1,0]
,[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]
];
//set up a* graph
var graph = new Graph(tileMap);
var startNode={x:4,y:1}; // use values of map turned on side
var endNode={x:13,y:10};
//create node list
var start = graph.nodes[startNode.x][startNode.y];
var end = graph.nodes[endNode.x][endNode.y];
var result = astar.search(graph.nodes, start, end, true);
console.log("result"result);
//load in tile sheet image
var tileSheet=new Image();
tileSheet.addEventListener('load'eventSheetLoaded , false);
tileSheet.src="tiles.png";
const FRAME_RATE=40;
var intervalTime=1000/FRAME_RATE;
function eventSheetLoaded() {
gameLoop();
}
function gameLoop() {
drawScreen()
window.setTimeout(gameLoopintervalTime);
}
function drawScreen() {
for (var rowCtr=0;rowCtr<mapRows;rowCtr++) {
for (var colCtr=0;colCtr<mapCols;colCtr++){
var tileId=tileMap[rowCtr][colCtr];
var sourceX=Math.floor(tileId % 5*32;
var sourceY=Math.floor(tileId / 5*32;
context.drawImage(tileSheetsourceXsourceY,32,32,
colCtr*32,rowCtr*32,32,32);
}
}
//draw green circle at start node
context.beginPath();
context.strokeStyle="green";
context.lineWidth=5;
context.arc((startNode.y*32)+16, (startNode.x*32)+1610, 0,
(Math.PI/180)*360,false);
context.stroke();
520  |  Chapter 8: Canvas Games: Part I
C# PDF: PDF Document Viewer & Reader SDK for Windows Forms
SaveFile(String filePath): Save PDF document file to a specified path in a file dialog and load your PDF document in will be a pop-up window "cannot open your
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context.closePath();
//draw red circle at end node
context.beginPath();
context.strokeStyle="red";
context.lineWidth=5;
context.arc((endNode.y*32)+16, (endNode.x*32)+16, 100,
(Math.PI/180)*360,false);
context.stroke();
context.closePath();
//draw black circles on path
for (var ctr=0;ctr<result.length-1;ctr++) {
var node=result[ctr];
context.beginPath();
context.strokeStyle="black";
context.lineWidth=5;
context.arc((node.y*32)+16, (node.x*32)+16, 10, 0,
(Math.PI/180)*360,false);
context.stroke();
context.closePath();
}
if (!finishedPath) {
if (!tankStarted) {
currentNode=startNode;
tankStarted=true;
nextNode=result[0];
tankX=currentNode.x*32;
tankY=currentNode.y*32
}
if (tankX==nextNode.x*32 &&  tankY==nextNode.y*32) {
//node change
currentNodeIndex++;
if (currentNodeIndex == result.length) {
finishedPath=true;
}
currentNode=nextNode;
nextNode=result[currentNodeIndex]
tankMoving=false;
}
if (!finishedPath) {
if (nextNode.x > currentNode.x) {
colDelta=1;
}else if (nextNode.x < currentNode.x) {
colDelta=-1
}else{
colDelta=0
}
Simple A* Path Finding on a Tile Grid  |  521
C# Image: How to Use C# Code to Capture Document from Scanning
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if (nextNode.y > currentNode.y) {
rowDelta=1;
}else if (nextNode.y < currentNode.y) {
rowDelta=-1
}else{
rowDelta=0
}
angleInRadians=Math.atan2(colDelta,rowDelta);
tankMoving=true;
}
tankX+=colDelta;
tankY+=rowDelta;
}
var tankSourceX=Math.floor(3 % 5*32;
var tankSourceY=Math.floor(3 / 5*32;
context.save(); //save current state in stack
context.setTransform(1,0,0,1,0,0); // reset to identity
context.translate((tankY)+16,(tankX)+16);
context.rotate(angleInRadians);
context.drawImage(tileSheettankSourceXtankSourceY,
32,32,-16,-16,32,32);
context.restore();
}
}
</script>
</head>
<body>
<div style="position: absolute; top: 50px; left: 50px;">
<canvas id="canvas" width="500" height="500">
Your browser does not support the HTML 5 Canvas.
</canvas>
</div>
</body>
</html>
Figure 8-19 demonstrates Example 8-19. The poorly designed tile map with diagonal
node paths turned on results in a path where the tank can move through the walls. In
the next example, we will fix this problem with a new tile map.
522  |  Chapter 8: Canvas Games: Part I
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Figure 8-19. A* tank moving through path with diagonal and possible pass through
In Example 8-20, we will modify the maze to add an extra block at the intersection where
the tank passed through the walls with a diagonal path. Here is the new tile map for
Example 8-20:
var mapCols=15;
var tileMap=[
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]
,[0,1,2,1,1,1,1,1,1,1,1,1,1,1,0]
,[0,1,0,1,0,0,1,0,1,0,0,1,0,1,0]
,[0,1,0,1,0,0,1,0,1,0,0,1,0,1,0]
,[0,1,0,1,0,0,1,1,1,0,0,1,0,1,0]
,[0,2,1,1,1,1,0,0,0,1,1,1,1,1,0]
,[0,1,0,0,0,1,0,0,0,1,0,0,0,1,0]
,[0,1,1,1,2,1,0,0,0,1,1,1,1,1,0]
,[0,0,0,0,0,1,1,1,1,1,0,0,0,0,0]
,[0,1,1,1,1,1,0,0,0,1,1,1,1,1,0]
,[0,1,0,1,0,0,1,1,1,0,0,1,0,1,0]
,[0,1,0,1,0,0,2,0,0,0,0,1,0,1,0]
,[0,1,0,1,0,0,1,0,1,0,0,1,0,1,0]
,[0,1,1,1,1,1,1,2,1,1,1,1,1,1,0]
,[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]
];
Simple A* Path Finding on a Tile Grid  |  523
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Figure 8-20 shows how the new tile map will affect the node path with diagonal move‐
ment applied. The new tiles will block the diagonal path through the seemingly impass‐
able walls and create real impassable diagonal walls.
Figure 8-20. A* tank moving through the maze, with added walls to create impassible
diagonal barriers
Example 8-20. New maze design with impassable walls
<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Chapter 8 Example 20 - A* With Tank Animation with new maze to prevent
passable walls </title>
<script src="modernizr.js"></script>
<script type='text/javascript' src='graph.js'></script>
<script type='text/javascript' src='astar.js'></script>
<script type="text/javascript">
window.addEventListener('load'eventWindowLoadedfalse);
function eventWindowLoaded() {
canvasApp();
}
524  |  Chapter 8: Canvas Games: Part I
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function canvasSupport () {
return Modernizr.canvas;
}
function canvasApp(){
if (!canvasSupport()) {
return;
}else{
var theCanvas = document.getElementById('canvas');
var context = theCanvas.getContext('2d');
}
var currentNodeIndex=0;
var nextNode;
var currentNode;
var rowDelta=0;
var colDelta=0;
var tankX=0;
var tankY=0;
var angleInRadians=0;
var tankStarted=false;
var tankMoving=false;
var finishedPath=false;
//set up tile map
var mapRows=15;
var mapCols=15;
var tileMap=[
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]
,[0,1,2,1,1,1,1,1,1,1,1,1,1,1,0]
,[0,1,0,1,0,0,1,0,1,0,0,1,0,1,0]
,[0,1,0,1,0,0,1,0,1,0,0,1,0,1,0]
,[0,1,0,1,0,0,1,1,1,0,0,1,0,1,0]
,[0,2,1,1,1,1,0,0,0,1,1,1,1,1,0]
,[0,1,0,0,0,1,0,0,0,1,0,0,0,1,0]
,[0,1,1,1,2,1,0,0,0,1,1,1,1,1,0]
,[0,0,0,0,0,1,1,1,1,1,0,0,0,0,0]
,[0,1,1,1,1,1,0,0,0,1,1,1,1,1,0]
,[0,1,0,1,0,0,1,1,1,0,0,1,0,1,0]
,[0,1,0,1,0,0,2,0,0,0,0,1,0,1,0]
,[0,1,0,1,0,0,1,0,1,0,0,1,0,1,0]
,[0,1,1,1,1,1,1,2,1,1,1,1,1,1,0]
,[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]
];
//set up a* graph
var graph = new Graph(tileMap);
var startNode={x:4,y:1}; // use values of map turned on side
var endNode={x:13,y:10};
//create node list
var start = graph.nodes[startNode.x][startNode.y];
Simple A* Path Finding on a Tile Grid  |  525
var end = graph.nodes[endNode.x][endNode.y];
var result = astar.search(graph.nodes, start, end, true);
console.log("result"result);
//load in tile sheet image
var tileSheet=new Image();
tileSheet.addEventListener('load'eventSheetLoaded , false);
tileSheet.src="tiles.png";
const FRAME_RATE=40;
var intervalTime=1000/FRAME_RATE;
function eventSheetLoaded() {
gameLoop();
}
function gameLoop() {
drawScreen()
window.setTimeout(gameLoopintervalTime);
}
function drawScreen() {
for (var rowCtr=0;rowCtr<mapRows;rowCtr++) {
for (var colCtr=0;colCtr<mapCols;colCtr++){
var tileId=tileMap[rowCtr][colCtr];
var sourceX=Math.floor(tileId % 5*32;
var sourceY=Math.floor(tileId / 5*32;
context.drawImage(tileSheetsourceXsourceY,32,32,
colCtr*32,rowCtr*32,32,32);
}
}
//draw green circle at start node
context.beginPath();
context.strokeStyle="green";
context.lineWidth=5;
context.arc((startNode.y*32)+16, (startNode.x*32)+1610, 0,
(Math.PI/180)*360,false);
context.stroke();
context.closePath();
//draw red circle at end node
context.beginPath();
context.strokeStyle="red";
context.lineWidth=5;
context.arc((endNode.y*32)+16, (endNode.x*32)+16, 100,
(Math.PI/180)*360,false);
context.stroke();
context.closePath();
//draw black circles on path
for (var ctr=0;ctr<result.length-1;ctr++) {
526  |  Chapter 8: Canvas Games: Part I
var node=result[ctr];
context.beginPath();
context.strokeStyle="black";
context.lineWidth=5;
context.arc((node.y*32)+16, (node.x*32)+16, 10, 0,
(Math.PI/180)*360,false);
context.stroke();
context.closePath();
}
if (!finishedPath) {
if (!tankStarted) {
currentNode=startNode;
tankStarted=true;
nextNode=result[0];
tankX=currentNode.x*32;
tankY=currentNode.y*32
}
if (tankX==nextNode.x*32 &&  tankY==nextNode.y*32) {
//node change
currentNodeIndex++;
if (currentNodeIndex == result.length) {
finishedPath=true;
}
currentNode=nextNode;
nextNode=result[currentNodeIndex]
tankMoving=false;
}
if (!finishedPath) {
if (nextNode.x > currentNode.x) {
colDelta=1;
}else if (nextNode.x < currentNode.x) {
colDelta=-1
}else{
colDelta=0
}
if (nextNode.y > currentNode.y) {
rowDelta=1;
}else if (nextNode.y < currentNode.y) {
rowDelta=-1
}else{
rowDelta=0
}
angleInRadians=Math.atan2(colDelta,rowDelta);
tankMoving=true;
}
Simple A* Path Finding on a Tile Grid  |  527
tankX+=colDelta;
tankY+=rowDelta;
}
var tankSourceX=Math.floor(3 % 5*32;
var tankSourceY=Math.floor(3 / 5*32;
context.save(); //save current state in stack
context.setTransform(1,0,0,1,0,0); // reset to identity
context.translate((tankY)+16,(tankX)+16);
context.rotate(angleInRadians);
context.drawImage(tileSheettankSourceXtankSourceY,
32,32,-16,-16,32,32);
context.restore();
}
}
</script>
</head>
<body>
<div style="position: absolute; top: 50px; left: 50px;">
<canvas id="canvas" width="500" height="500">
Your browser does not support the HTML5 Canvas.
</canvas>
</div>
</body>
</html>
We have now covered some basic, intermediate, and more advanced topics on A* path
finding. These are easy to apply to any tile-based application where you need to find the
shortest path between two points.
What’s Next?
We covered quite a bit in this chapter. HTML5 Canvas might lack some of the more
refined features common to web game development platforms such as Flash, but it
contains powerful tools for manipulating the screen in immediate mode. These features
allow us to create a game application with many individual logical display objects—even
though each canvas can support only a single physical display object (the canvas itself).
We also covered a more advanced topic of tile-based path finding on a 2D map using
the A* algorithm.
In Chapter 9, we will explore some more advanced game topics, such as replacing paths
with bitmap images, creating object pools, and adding a sound manager. We’ll extend
the game we built in this chapter and create a new turn-based strategy game, and we’ll
cover scrolling a tile-based game screen.
528  |  Chapter 8: Canvas Games: Part I
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