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main.js
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var initGame = function(matrix) {
var gameField = $("div.game-field");
var countField = $("span.count-steps");
var start = $("span.start-button");
var resolve = $("span.resolve-button");
var error = $("p.error");
var loader = new Loader( $("div.loader") );
var cntSteps = 0;
var solutionExists = true;
var renderSettings = {
blockSize: 50,
spaceSize: 5
};
var action = function(col, row) {
var zero = getZeroPoint(matrix);
switchPoint({row: row, col: col}, zero, matrix);
cntSteps++;
if( isSolved(matrix) ) {
resolve.addClass("hide");
start.removeClass("hide");
}
render(matrix);
};
var render = function(arMatrix, lightPoint) {
var div, top, left, buttons;
countField.text(cntSteps);
gameField.find("*").remove();
for( var i = 0; i < 4; i++ ) {
top = i * (renderSettings.blockSize + renderSettings.spaceSize) + "px";
for( var k = 0; k < 4; k++ ) {
left = k * (renderSettings.blockSize + renderSettings.spaceSize) + "px";
div = document.createElement("div");
$(div).css("top", top);
$(div).css("left", left);
if( arMatrix[i][k] != 0 ) {
if( lightPoint && comparePoints(lightPoint, {row: i, col: k}) )
$(div).addClass("light");
$(div).html("<p>" + arMatrix[i][k] + "</p>");
} else
$(div).addClass("null-field");
gameField.append(div);
}
}
buttons = gameField.find("div");
buttons.bind("click", function() {
if( loader.isLoaded() ) {
var index = buttons.index(this);
var col = index%4;
var row = parseInt(index/4);
var zeroPoint = getZeroPoint(matrix);
if( Math.abs(zeroPoint.col-col) == 1 && Math.abs(zeroPoint.row-row) == 0 || Math.abs(zeroPoint.col-col) == 0 && Math.abs(zeroPoint.row-row) == 1 ) {
action(col, row);
}
}
});
};
var shuffle = function(showAnimate, cb) {
var matrix = [[1,2,3,4],[5,6,7,8],[9,10,11,12],[13,14,15,0]];
var map = getNullMatrix();
var zPoint = getZeroPoint(matrix);
var shuffleSteps = 160;
var posPoints,nextInd,bPoint = null;
cntSteps = 0;
loader.start();
var timer = setInterval(function() {
shuffleSteps--;
posPoints = getAroundPoints(zPoint, map);
nextInd = parseInt(Math.random()*posPoints.length);
map[zPoint.row][zPoint.col] = 1;
matrix = switchPoint(zPoint, posPoints[nextInd], matrix);
if( bPoint !== null )
map[bPoint.row][bPoint.col] = 0;
bPoint = zPoint;
zPoint = posPoints[nextInd];
if( showAnimate )
render(matrix);
else if( shuffleSteps <= 0 )
render(matrix);
if( shuffleSteps <= 0 ) {
clearInterval(timer);
loader.stop();
cb && cb(matrix);
}
}, showAnimate ? 50: 1 );
};
var solution = function(matrix, cb) {
loader.start();
getSolutionSteps(matrix, function(steps) {
var zero = getZeroPoint(matrix);
var point;
var time = setInterval(function(){
point = steps.shift();
if( !point ) {
clearInterval(time);
loader.stop();
cb && cb();
return;
}
cntSteps++;
switchPoint(point, zero, matrix) ;
zero = point;
render(matrix);
}, 100);
});
};
if( typeof matrix == "undefined" ) {
matrix = [[1,2,3,4],[5,6,7,8],[9,10,11,12],[13,14,15,0]];
} else {
start.addClass("hide");
if( !checkMatrix(matrix) ) {
solutionExists = false;
error.removeClass("hide");
} else {
resolve.removeClass("hide");
}
}
render(matrix);
start.bind("click", function(){
if( loader.isLoaded() ) {
start.addClass("hide");
shuffle(false, function(x) {
if( solutionExists )
resolve.removeClass("hide");
matrix = x;
});
}
});
resolve.bind("click", function() {
if( loader.isLoaded() ) {
resolve.addClass("hide");
solution(matrix, function() {
start.removeClass("hide");
});
}
});
};
/* Tools class */
var Loader = function(domLoader) {
"use strict";
var isBlocked = false;
this.start = function() {
isBlocked = true;
domLoader.removeClass("hide");
};
this.stop = function() {
isBlocked = false;
domLoader.addClass("hide");
};
this.isLoaded = function() {
return !isBlocked;
}
};
/* Поиск пути по алгаритму близкому к A* */
var WayFinder = function() {
"use strict";
var openList = [];
var closeList = [];
var startPoint, endPoint, pole;
var calcH = function(a, b) {
return (Math.abs(a.row - b.row) + Math.abs(a.col - b.col)) * 2;
};
var inList = function(point, list) {
for( var i in list ) {
if( list[i].location.row == point.row && list[i].location.col == point.col ) {
return i;
}
}
return false;
};
var addPointToOpenList = function(point, parent) {
var g,h;
if( inList(point, openList) === false ) {
g = parent.weight.g + 1;
h = calcH(point, endPoint);
openList.push({
location: {row: point.row, col: point.col},
parent: parent,
weight: {
f: g + h,
g: g,
h: h
}
});
}
};
var getNextPoint = function() {
var minF = null,point,result = null;
if( openList.length != 0 ) {
for( var i in openList ) {
if( minF == null || minF > openList[i].weight.f) {
minF = openList[i].weight.f;
point = i;
}
}
result = openList[point];
closeList.push(result);
openList.splice(point, 1);
}
return result;
};
var checkRelatedPoints = function(rootPoint) {
var row = rootPoint.location.row;
var col = rootPoint.location.col;
var rPoints = getRelatedPoints(row, col);
for( var i in rPoints ) {
if( inList(rPoints[i], closeList) === false ) {
addPointToOpenList(rPoints[i], rootPoint);
}
}
};
var getRelatedPoints = function(row, col) {
var result = [];
var nPoint = [];
for( var k = 0; k < 2; k += 0.5 ) {
nPoint = {
row: row + Math.round(Math.sin(Math.PI*k)),
col: col + Math.round(Math.cos(Math.PI*k))
};
if( pole[nPoint.row] && pole[nPoint.row][nPoint.col] === 0 ) {
result.push(nPoint);
}
}
return result;
};
var getWay = function() {
var way = [];
var endWay = false;
var currentPoint = endPoint;
var i;
while( !endWay ) {
i = inList(currentPoint, closeList);
way.push(closeList[i].location);
if( closeList[i].parent !== null ) {
currentPoint = closeList[i].parent.location;
if( closeList[i].parent.location.row == startPoint.row && closeList[i].parent.location.col == startPoint.col )
endWay = true;
}
}
return way;
};
var nextStep = function() {
var nPoint = getNextPoint();
if( nPoint === null ) {
return null;
}
if( endPoint.row == nPoint.location.row && endPoint.col == nPoint.location.col)
return getWay();
checkRelatedPoints(nPoint);
return false;
};
this.getWay = function(start, end, field) {
startPoint = start;
endPoint = end;
var wayPoint = false;
if( startPoint.row == endPoint.row && startPoint.col == endPoint.col )
return [];
openList = [];
closeList = [];
pole = field || [
[0,0,0,0],
[0,0,0,0],
[0,0,0,0],
[0,0,0,0]
];
openList.push({
location: {row: start.row, col: start.col},
parent: null,
weight: {f: 0, g: 0, h: 0}
});
while( wayPoint === false ) {
wayPoint = nextStep();
}
return wayPoint;
}
};
/* Tools function */
var generateMatrix = function() {
var arValues = [0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15];
var arMatrix = [];
for( var tmp,k,i = arValues.length; i > 0;
k = parseInt(Math.random() * i),
tmp = arValues[--i],
arValues[i] = arValues[k],
arValues[k] = tmp
){};
for( i = 0; i < 4; i++ ) {
arMatrix[i] = [];
for( k = 0; k < 4; k++ )
arMatrix[i][k] = arValues.pop();
}
return arMatrix;
};
// получение координат точки
var getIndexFromNum = function(index) {
index = index - 1;
return {row: parseInt(index/4), col: index%4};
};
var switchPoint = function(a, b, matrix) {
var tmp = matrix[a.row][a.col];
matrix[a.row][a.col] = matrix[b.row][b.col];
matrix[b.row][b.col] = tmp;
return matrix;
};
var getNullMatrix = function() {
return [[0,0,0,0],[0,0,0,0],[0,0,0,0],[0,0,0,0]];
// var n = 4;
// var result = [];
//
// for( var i = 0; i < n; i++ ) {
// result[i] = [];
// for( var k = 0; k < n; k++ )
// result[i].push(0);
// }
// return result;
}
// получение индекса заданного значения @val в матрице @arMatrix
var getPoint = function(arMatrix, val) {
for( var i = 0; i < arMatrix.length; i++ ) {
for ( var k = 0; k < arMatrix[i].length; k ++ ) {
if( arMatrix[i][k] == val ) {
return {row: i, col: k};
}
}
}
return false;
};
var comparePoints = function(a, b) {
return (a.row == b.row && a.col == b.col);
};
var getZeroPoint = function(arMatrix) {
return getPoint(arMatrix, 0);
};
/* * * * * *
* получение соседних точек для точки @point
* c учетом достпности точек задаваемой матрицей @pole
* параметр @k отвечает за то насколько соседние должны быть точки
* @closePoint отвечает поиск точек в закрытой зоне
* * * * * */
var getAroundPoints = function(point, pole, k, closePoint) {
k = k || 1;
var i = k;
var result = [];
var flag = 1;
var nPoint;
for( var n = 0; n < 2; n += 0.5 ) {
nPoint = {
row: point.row + Math.round(Math.sin(Math.PI*n)) * k,
col: point.col + Math.round(Math.cos(Math.PI*n)) * k
};
if( pole[nPoint.row] && pole[nPoint.row][nPoint.col] === 0 && !closePoint )
result.push(nPoint);
if( pole[nPoint.row] && pole[nPoint.row][nPoint.col] == 2 && closePoint )
result.push(nPoint);
}
return result;
};
var setState = function(matrix, point, state) {
matrix[point.row][point.col] = state;
};
var copyMatrix = function(origin) {
var copy = [];
for( var i = 0; i < origin.length; i++) {
copy[i] = [];
for( var k = 0; k < origin[i].length; k++)
copy[i].push( origin[i][k] );
}
return copy;
};
// проверка головоломки на решаемость
var checkMatrix = function(arMatrix) {
var arLine = (function(matrix){
var m = [];
for( var i = 0; i < matrix.length; i++ ) {
for( var k = 0; k < matrix[i].length; k++ )
m.push(matrix[i][k]);
}
return m;
})(arMatrix);
var e = 0;
try {
for( var i = 0; i < 16; i++) {
if( arLine[i] == 0 ) {
e += parseInt(i/4)+1;
continue;
}
for( var k = i+1; k < 16; k++ ) {
if( arLine[i] > arLine[k] && arLine[k] != 0 )
e++;
}
}
return e%2 ? false : true;
} catch (e) {
return false;
}
};
var isSolved = function(matrix) {
var prevVal = 0;
for( var i = 0; i < matrix.length; i++ )
for( var k = 0; k < matrix[i].length; k++ ) {
if( matrix[i][k] < prevVal && !(i == matrix.length-1 && k == matrix[i].length-1 && matrix[i][k] == 0) )
return false;
prevVal = matrix[i][k];
}
return true;
};
var getSolutionSteps = function(originMatrix, cb) {
var matrix = copyMatrix(originMatrix);
/*
* Массив хранит карту по текущей занятости ячеек
* 0 - ячейка ничем не занята и может быть использована для постоения пути
* 1 - ячейка временно занята
* 2 - в ячейку остановлена нужное цифра головоломки
* 3 - этим значением отмечаются полностью отработаные строки
*/
var readyPoints = getNullMatrix();
var wayFinder = new WayFinder();
var route = [1,2,3,4,5,6,7,8,9,13,10,14,11,12,15];
var curPoint,truePoint,pointNum;
var allSteps = [];
var step = function(point, zeroPoint) {
zeroPoint = getZeroPoint(matrix);
allSteps.push(point);
switchPoint(point, zeroPoint, matrix);
};
/*
* Передвигание костяшки в указанную ячейку
* */
var passingPath = function(start, end, pole) {
var zeroWayPoint, zPoint, zeroWay, nextPoint, way = wayFinder.getWay(start, end, pole);
while( nextPoint = way.pop() ) {
zPoint = getZeroPoint(matrix);
if( comparePoints(zPoint, nextPoint) ) {
step(start, zPoint);
zPoint = start;
start = nextPoint;
} else {
pole[start.row][start.col] = 1;
zeroWay = wayFinder.getWay(zPoint, nextPoint, pole);
pole[start.row][start.col] = 0;
if( zeroWay === null ) {
// Ошибка поиска пути по стандартному алгоритму
return false;
}
while( zeroWayPoint = zeroWay.pop() ) {
step(zeroWayPoint, zPoint);
zPoint = zeroWayPoint;
}
step(start, zPoint);
zPoint = start;
start = nextPoint;
}
}
return true;
};
var timer = setInterval(function() {
pointNum = route.shift();
if( typeof pointNum == "undefined" ) {
cb && cb(allSteps);
clearInterval(timer);
return;
}
curPoint = getPoint(matrix, pointNum);
truePoint = getIndexFromNum(pointNum);
if( comparePoints(curPoint, truePoint) ) {
setState(readyPoints, truePoint, 2);
} else {
switch( pointNum ) {
// в этих случаях клетка с указнным значением просто перемещается на свою позицию
case 1: case 2: case 3: case 5: case 6: case 7: case 9: case 10: case 12: case 11: case 15:
if( passingPath(curPoint, truePoint, readyPoints) ) {
setState(readyPoints, truePoint, 2);
}
break;
case 4: case 8: case 13: case 14:
var fastWay = wayFinder.getWay(curPoint, truePoint, readyPoints).pop();
var zPoint = getZeroPoint(matrix);
if( comparePoints(zPoint, fastWay) && comparePoints(truePoint, zPoint) ) {
step(curPoint, zPoint);
zPoint = curPoint;
} else {
var checkPoints = getAroundPoints(truePoint, readyPoints, 2);
// точка ниже целевой точки на 2 клетки
var tmpPoint = checkPoints.shift();
// установка нужной ячейки во временную позицию
if( passingPath(curPoint, tmpPoint, readyPoints) ) {
var zeroWay, zeroWayPoint;
// блокируем временную позицию
setState(readyPoints, tmpPoint, 1);
zPoint = getZeroPoint(matrix);
// ищем путь ноля в целевую точку
zeroWay = wayFinder.getWay(zPoint, truePoint, readyPoints);
// перестановка нолевого значения до целевой точки
while( zeroWayPoint = zeroWay.pop() ) {
//action(zeroWayPoint.col, zeroWayPoint.row);
step(zeroWayPoint, zPoint);
zPoint = zeroWayPoint;
}
zPoint = truePoint;
// ищем рядом стоящую, с нулевой, точку из недособранной строки
var prevPoint = getAroundPoints(zPoint, readyPoints, 1, true).shift();
// переносим ее в целевую ячейку
//action(prevPoint.col, prevPoint.row);
step(prevPoint, zPoint);
zPoint = prevPoint;
// освобождаем ячейку в которой нет нужного элемента
// readyPoints[prevPoint.row][prevPoint.col] = 0;
setState(readyPoints, prevPoint, 0);
// вероятно вместо этого надо использовать массив полученный в начале этого блока case
var tmpWay = wayFinder.getWay(tmpPoint, truePoint, readyPoints);
var t = tmpWay.pop();
// и временно блокируем
setState(readyPoints, truePoint, 1);
setState(readyPoints, tmpPoint, 0);
if( passingPath(tmpPoint, t, readyPoints) ) {
//readyPoints[t.row][t.col] = 1;
setState(readyPoints, t, 1);
// возвращаем тронутую точку наместо
passingPath(truePoint, prevPoint, readyPoints);
setState(readyPoints, prevPoint, 2);
zPoint = getZeroPoint(matrix);
step(t, zPoint);
zPoint = t;
setState(readyPoints, t, 0);
setState(readyPoints, truePoint, 2);
}
}
}
break;
}
}
var rowReady = true, colReady = true;
for( var i = 0; i < 4; i++ ) if( readyPoints[truePoint.row][i] < 2 )
rowReady = false;
if( rowReady ) for( i = 0; i < 4; i++ )
readyPoints[truePoint.row][i] = 3;
for( i = 0; i < 4; i++ ) if( readyPoints[i][truePoint.col] < 2 )
colReady = false;
if( colReady ) for( i = 0; i < 4; i++ )
readyPoints[i][truePoint.col] = 3;
}, 1);
};
$(function(){
initGame();
// загрузка рандомной мтрицы
// initGame( generateMatrix() );
// загрузка заданой матрицы
// initGame( [
// [3, 9, 0, 7],
// [6, 2, 1, 13],
// [15, 11, 10, 4],
// [8, 14, 12, 5]
// ] );
});