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Update index.html
Browse files- index.html +334 -17
index.html
CHANGED
@@ -1,19 +1,336 @@
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<html>
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</html>
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<!DOCTYPE html>
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<html>
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<head>
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<title>Isometric SVG Grid with Sound and Responsive Layout</title>
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<style>
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html, body {
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margin: 0;
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padding: 0;
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overflow: hidden;
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height: 100%;
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width: 100%;
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background-color: #333;
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}
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svg {
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display: block;
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}
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</style>
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</head>
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<body>
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<svg id="svgGrid" width="100%" height="100%"></svg>
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<script>
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(function() {
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const svgNS = "http://www.w3.org/2000/svg";
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const svg = document.getElementById('svgGrid');
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const gridSize = 20; // 20x20 grid
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const tileSize = 40; // Base size for each tile
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const tiles = [];
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let lastClicked = null; // Keep track of the last clicked tile
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let pathTiles = []; // Tiles in the current path
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// Create AudioContext for playing sound
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const audioContext = new (window.AudioContext || window.webkitAudioContext)();
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// Function to play click sound
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function playClickSound() {
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const oscillator = audioContext.createOscillator();
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const gainNode = audioContext.createGain();
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oscillator.connect(gainNode);
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gainNode.connect(audioContext.destination);
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oscillator.type = 'sine';
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oscillator.frequency.setValueAtTime(440, audioContext.currentTime); // A4 note
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gainNode.gain.setValueAtTime(0.1, audioContext.currentTime);
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oscillator.start();
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oscillator.stop(audioContext.currentTime + 0.1); // Play for 0.1 seconds
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}
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// Initialize the grid
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initGrid();
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// Add event listener for window resize
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window.addEventListener('resize', onWindowResize);
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function initGrid() {
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// Remove any existing tiles from the SVG
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while (svg.firstChild) {
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svg.removeChild(svg.firstChild);
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}
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// Initialize tiles array
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for (let y = 0; y < gridSize; y++) {
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tiles[y] = tiles[y] || [];
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for (let x = 0; x < gridSize; x++) {
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const tileData = tiles[y][x] || {
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x: x,
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y: y,
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element: null,
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defaultColor: '#ccc',
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isPath: false,
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isClicked: false, // Indicates if the tile has been clicked
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f: 0,
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g: 0,
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h: 0,
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parent: null,
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};
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// Create the polygon element if it doesn't exist
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if (!tileData.element) {
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const polygon = document.createElementNS(svgNS, 'polygon');
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polygon.setAttribute('fill', tileData.defaultColor);
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polygon.setAttribute('stroke', '#999');
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polygon.setAttribute('stroke-width', '1');
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polygon.style.cursor = 'pointer';
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// Randomly spawn obstacles (approximately 1 in 3 tiles)
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if (Math.random() < 1 / 3) {
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const randomColor = '#' + Math.floor(Math.random() * 16777215).toString(16).padStart(6, '0');
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tileData.defaultColor = randomColor;
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tileData.isClicked = true; // Mark tile as clicked (obstacle)
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polygon.setAttribute('fill', randomColor);
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}
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// Add event listener for interactivity
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polygon.addEventListener('click', function() {
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// Play sound
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playClickSound();
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const randomColor = '#' + Math.floor(Math.random() * 16777215).toString(16).padStart(6, '0');
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tileData.defaultColor = randomColor;
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polygon.setAttribute('fill', randomColor);
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// Highlight the path from the last clicked tile
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if (lastClicked) {
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clearPath(); // Clear previous path
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resetTiles(); // Reset tile properties
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// Mark the current tile as the end tile
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const startTile = lastClicked;
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const endTile = tileData;
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// Temporarily set isClicked to false for pathfinding
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const startWasClicked = startTile.isClicked;
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const endWasClicked = endTile.isClicked;
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startTile.isClicked = false;
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endTile.isClicked = false;
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const path = findPathAStar(startTile, endTile);
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if (path.length > 0) {
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animatePath(path);
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} else {
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alert('No path found!');
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}
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// After pathfinding, restore isClicked status
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startTile.isClicked = startWasClicked;
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endTile.isClicked = endWasClicked;
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}
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// Mark the tile as clicked after pathfinding
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tileData.isClicked = true;
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lastClicked = tileData; // Update last clicked tile
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});
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tileData.element = polygon;
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svg.appendChild(polygon);
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}
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tiles[y][x] = tileData;
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}
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}
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// Update positions of tiles
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updateTilePositions();
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}
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function updateTilePositions() {
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const width = window.innerWidth;
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const height = window.innerHeight;
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// Adjust tileSize to fit the screen
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const scaleX = width / (gridSize * tileSize);
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const scaleY = height / (gridSize * tileSize / 2);
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const scale = Math.min(scaleX, scaleY);
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const adjustedTileSize = tileSize * scale;
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// Calculate grid dimensions
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const gridWidth = gridSize * adjustedTileSize;
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const gridHeight = gridSize * adjustedTileSize / 2;
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// Calculate offsets to center the grid
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const offsetX = (width - gridWidth) / 2;
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const offsetY = (height - gridHeight) / 2;
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// Origin point for the grid
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const originX = offsetX + gridWidth / 2;
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const originY = offsetY;
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for (let y = 0; y < gridSize; y++) {
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for (let x = 0; x < gridSize; x++) {
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const tileData = tiles[y][x];
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// Calculate the position of each tile
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const isoX = (x - y) * (adjustedTileSize / 2);
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const isoY = (x + y) * (adjustedTileSize / 4);
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// Coordinates for the diamond shape
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const points = [
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{ x: originX + isoX, y: originY + isoY },
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{ x: originX + isoX + adjustedTileSize / 2, y: originY + isoY + adjustedTileSize / 4 },
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{ x: originX + isoX, y: originY + isoY + adjustedTileSize / 2 },
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{ x: originX + isoX - adjustedTileSize / 2, y: originY + isoY + adjustedTileSize / 4 },
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];
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tileData.element.setAttribute('points', points.map(p => `${p.x},${p.y}`).join(' '));
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}
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}
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}
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function onWindowResize() {
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updateTilePositions();
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}
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// Function to reset tile properties before pathfinding
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function resetTiles() {
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for (let y = 0; y < gridSize; y++) {
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for (let x = 0; x < gridSize; x++) {
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const tile = tiles[y][x];
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tile.f = 0;
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tile.g = 0;
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tile.h = 0;
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tile.parent = null;
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}
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}
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}
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// Function to find the shortest path using A* algorithm
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function findPathAStar(start, end) {
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const openList = [];
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const closedList = [];
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openList.push(start);
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while (openList.length > 0) {
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// Find the tile with the lowest f value
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let lowestIndex = 0;
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for (let i = 0; i < openList.length; i++) {
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if (openList[i].f < openList[lowestIndex].f) {
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lowestIndex = i;
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}
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}
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const currentTile = openList[lowestIndex];
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// If we've reached the end tile, reconstruct the path
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if (currentTile === end) {
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const path = [];
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let curr = currentTile;
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path.push(curr); // Include the end tile
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while (curr.parent) {
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curr = curr.parent;
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path.push(curr);
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}
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path.reverse();
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return path;
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}
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// Move current tile from open to closed list
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openList.splice(lowestIndex, 1);
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closedList.push(currentTile);
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// Get neighbors
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const neighbors = getNeighbors(currentTile);
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for (let neighbor of neighbors) {
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if (closedList.includes(neighbor) || (neighbor.isClicked && neighbor !== end)) {
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// Ignore the neighbor which is already evaluated or clicked (except the end tile)
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continue;
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}
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const tentative_gScore = currentTile.g + 1;
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if (!openList.includes(neighbor)) {
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// Discover a new node
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neighbor.g = tentative_gScore;
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neighbor.h = heuristic(neighbor, end);
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neighbor.f = neighbor.g + neighbor.h;
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neighbor.parent = currentTile;
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openList.push(neighbor);
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} else if (tentative_gScore < neighbor.g) {
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// This is a better path
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neighbor.g = tentative_gScore;
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neighbor.f = neighbor.g + neighbor.h;
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neighbor.parent = currentTile;
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}
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}
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}
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// No path found
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return [];
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}
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// Heuristic function (Manhattan distance)
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function heuristic(a, b) {
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return Math.abs(a.x - b.x) + Math.abs(a.y - b.y);
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}
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// Function to get neighbors of a tile
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function getNeighbors(tile) {
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const neighbors = [];
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const dirs = [
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{ x: 0, y: -1 }, // Up
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{ x: 1, y: 0 }, // Right
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{ x: 0, y: 1 }, // Down
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{ x: -1, y: 0 }, // Left
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// Uncomment below for diagonal movement
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// { x: -1, y: -1 },
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// { x: 1, y: -1 },
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// { x: 1, y: 1 },
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// { x: -1, y: 1 },
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];
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for (let dir of dirs) {
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const nx = tile.x + dir.x;
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const ny = tile.y + dir.y;
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if (nx >= 0 && nx < gridSize && ny >= 0 && ny < gridSize) {
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neighbors.push(tiles[ny][nx]);
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}
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}
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return neighbors;
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}
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// Function to animate the path
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function animatePath(path) {
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pathTiles = path;
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let index = 0;
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function highlightNextTile() {
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if (index < path.length) {
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const tile = path[index];
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// Skip tiles that were clicked (they keep their color)
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if (!tile.isClicked || tile === path[0] || tile === path[path.length - 1]) {
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tile.element.setAttribute('fill', '#888'); // Highlight color
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tile.isPath = true;
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}
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index++;
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setTimeout(highlightNextTile, 100); // Adjust the delay as needed
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}
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}
|
318 |
+
|
319 |
+
highlightNextTile();
|
320 |
+
}
|
321 |
+
|
322 |
+
// Function to clear the previous path
|
323 |
+
function clearPath() {
|
324 |
+
pathTiles.forEach(tile => {
|
325 |
+
// Only reset tiles that are not the clicked ones
|
326 |
+
if (!tile.isClicked || tile === pathTiles[0] || tile === pathTiles[pathTiles.length - 1]) {
|
327 |
+
tile.element.setAttribute('fill', tile.defaultColor);
|
328 |
+
tile.isPath = false;
|
329 |
+
}
|
330 |
+
});
|
331 |
+
pathTiles = [];
|
332 |
+
}
|
333 |
+
})();
|
334 |
+
</script>
|
335 |
+
</body>
|
336 |
</html>
|