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<!DOCTYPE html>
<html>
<head>
  <title>Isometric SVG Grid with Sound and Responsive Layout</title>
  <style>
    html, body {
      margin: 0;
      padding: 0;
      overflow: hidden;
      height: 100%;
      width: 100%;
      background-color: #333;
    }
    svg {
      display: block;
    }
  </style>
</head>
<body>
  <svg id="svgGrid" width="100%" height="100%"></svg>
  <script>
    (function() {
      const svgNS = "http://www.w3.org/2000/svg";
      const svg = document.getElementById('svgGrid');
      const gridSize = 20; // 20x20 grid
      const tileSize = 40; // Base size for each tile

      const tiles = [];
      let lastClicked = null; // Keep track of the last clicked tile
      let pathTiles = []; // Tiles in the current path

      // Create AudioContext for playing sound
      const audioContext = new (window.AudioContext || window.webkitAudioContext)();

      // Function to play click sound
      function playClickSound() {
        const oscillator = audioContext.createOscillator();
        const gainNode = audioContext.createGain();

        oscillator.connect(gainNode);
        gainNode.connect(audioContext.destination);
        oscillator.type = 'sine';
        oscillator.frequency.setValueAtTime(440, audioContext.currentTime); // A4 note
        gainNode.gain.setValueAtTime(0.1, audioContext.currentTime);
        oscillator.start();
        oscillator.stop(audioContext.currentTime + 0.1); // Play for 0.1 seconds
      }

      // Initialize the grid
      initGrid();

      // Add event listener for window resize
      window.addEventListener('resize', onWindowResize);

      function initGrid() {
        // Remove any existing tiles from the SVG
        while (svg.firstChild) {
          svg.removeChild(svg.firstChild);
        }

        // Initialize tiles array
        for (let y = 0; y < gridSize; y++) {
          tiles[y] = tiles[y] || [];
          for (let x = 0; x < gridSize; x++) {
            const tileData = tiles[y][x] || {
              x: x,
              y: y,
              element: null,
              defaultColor: '#ccc',
              isPath: false,
              isClicked: false, // Indicates if the tile has been clicked
              f: 0,
              g: 0,
              h: 0,
              parent: null,
            };

            // Create the polygon element if it doesn't exist
            if (!tileData.element) {
              const polygon = document.createElementNS(svgNS, 'polygon');
              polygon.setAttribute('fill', tileData.defaultColor);
              polygon.setAttribute('stroke', '#999');
              polygon.setAttribute('stroke-width', '1');
              polygon.style.cursor = 'pointer';

              // Randomly spawn obstacles (approximately 1 in 3 tiles)
              if (Math.random() < 1 / 3) {
                const randomColor = '#' + Math.floor(Math.random() * 16777215).toString(16).padStart(6, '0');
                tileData.defaultColor = randomColor;
                tileData.isClicked = true; // Mark tile as clicked (obstacle)
                polygon.setAttribute('fill', randomColor);
              }

              // Add event listener for interactivity
              polygon.addEventListener('click', function() {
                // Play sound
                playClickSound();

                const randomColor = '#' + Math.floor(Math.random() * 16777215).toString(16).padStart(6, '0');
                tileData.defaultColor = randomColor;
                polygon.setAttribute('fill', randomColor);

                // Highlight the path from the last clicked tile
                if (lastClicked) {
                  clearPath(); // Clear previous path
                  resetTiles(); // Reset tile properties

                  // Mark the current tile as the end tile
                  const startTile = lastClicked;
                  const endTile = tileData;

                  // Temporarily set isClicked to false for pathfinding
                  const startWasClicked = startTile.isClicked;
                  const endWasClicked = endTile.isClicked;
                  startTile.isClicked = false;
                  endTile.isClicked = false;

                  const path = findPathAStar(startTile, endTile);
                  if (path.length > 0) {
                    animatePath(path);
                  } else {
                    alert('No path found!');
                  }

                  // After pathfinding, restore isClicked status
                  startTile.isClicked = startWasClicked;
                  endTile.isClicked = endWasClicked;
                }

                // Mark the tile as clicked after pathfinding
                tileData.isClicked = true;
                lastClicked = tileData; // Update last clicked tile
              });

              tileData.element = polygon;
              svg.appendChild(polygon);
            }

            tiles[y][x] = tileData;
          }
        }

        // Update positions of tiles
        updateTilePositions();
      }

      function updateTilePositions() {
        const width = window.innerWidth;
        const height = window.innerHeight;

        // Adjust tileSize to fit the screen
        const scaleX = width / (gridSize * tileSize);
        const scaleY = height / (gridSize * tileSize / 2);
        const scale = Math.min(scaleX, scaleY);
        const adjustedTileSize = tileSize * scale;

        // Calculate grid dimensions
        const gridWidth = gridSize * adjustedTileSize;
        const gridHeight = gridSize * adjustedTileSize / 2;

        // Calculate offsets to center the grid
        const offsetX = (width - gridWidth) / 2;
        const offsetY = (height - gridHeight) / 2;

        // Origin point for the grid
        const originX = offsetX + gridWidth / 2;
        const originY = offsetY;

        for (let y = 0; y < gridSize; y++) {
          for (let x = 0; x < gridSize; x++) {
            const tileData = tiles[y][x];

            // Calculate the position of each tile
            const isoX = (x - y) * (adjustedTileSize / 2);
            const isoY = (x + y) * (adjustedTileSize / 4);

            // Coordinates for the diamond shape
            const points = [
              { x: originX + isoX, y: originY + isoY },
              { x: originX + isoX + adjustedTileSize / 2, y: originY + isoY + adjustedTileSize / 4 },
              { x: originX + isoX, y: originY + isoY + adjustedTileSize / 2 },
              { x: originX + isoX - adjustedTileSize / 2, y: originY + isoY + adjustedTileSize / 4 },
            ];

            tileData.element.setAttribute('points', points.map(p => `${p.x},${p.y}`).join(' '));
          }
        }
      }

      function onWindowResize() {
        updateTilePositions();
      }

      // Function to reset tile properties before pathfinding
      function resetTiles() {
        for (let y = 0; y < gridSize; y++) {
          for (let x = 0; x < gridSize; x++) {
            const tile = tiles[y][x];
            tile.f = 0;
            tile.g = 0;
            tile.h = 0;
            tile.parent = null;
          }
        }
      }

      // Function to find the shortest path using A* algorithm
      function findPathAStar(start, end) {
        const openList = [];
        const closedList = [];
        openList.push(start);

        while (openList.length > 0) {
          // Find the tile with the lowest f value
          let lowestIndex = 0;
          for (let i = 0; i < openList.length; i++) {
            if (openList[i].f < openList[lowestIndex].f) {
              lowestIndex = i;
            }
          }
          const currentTile = openList[lowestIndex];

          // If we've reached the end tile, reconstruct the path
          if (currentTile === end) {
            const path = [];
            let curr = currentTile;
            path.push(curr); // Include the end tile
            while (curr.parent) {
              curr = curr.parent;
              path.push(curr);
            }
            path.reverse();
            return path;
          }

          // Move current tile from open to closed list
          openList.splice(lowestIndex, 1);
          closedList.push(currentTile);

          // Get neighbors
          const neighbors = getNeighbors(currentTile);

          for (let neighbor of neighbors) {
            if (closedList.includes(neighbor) || (neighbor.isClicked && neighbor !== end)) {
              // Ignore the neighbor which is already evaluated or clicked (except the end tile)
              continue;
            }

            const tentative_gScore = currentTile.g + 1;

            if (!openList.includes(neighbor)) {
              // Discover a new node
              neighbor.g = tentative_gScore;
              neighbor.h = heuristic(neighbor, end);
              neighbor.f = neighbor.g + neighbor.h;
              neighbor.parent = currentTile;
              openList.push(neighbor);
            } else if (tentative_gScore < neighbor.g) {
              // This is a better path
              neighbor.g = tentative_gScore;
              neighbor.f = neighbor.g + neighbor.h;
              neighbor.parent = currentTile;
            }
          }
        }

        // No path found
        return [];
      }

      // Heuristic function (Manhattan distance)
      function heuristic(a, b) {
        return Math.abs(a.x - b.x) + Math.abs(a.y - b.y);
      }

      // Function to get neighbors of a tile
      function getNeighbors(tile) {
        const neighbors = [];
        const dirs = [
          { x: 0, y: -1 }, // Up
          { x: 1, y: 0 },  // Right
          { x: 0, y: 1 },  // Down
          { x: -1, y: 0 }, // Left
          // Uncomment below for diagonal movement
          // { x: -1, y: -1 },
          // { x: 1, y: -1 },
          // { x: 1, y: 1 },
          // { x: -1, y: 1 },
        ];
        for (let dir of dirs) {
          const nx = tile.x + dir.x;
          const ny = tile.y + dir.y;
          if (nx >= 0 && nx < gridSize && ny >= 0 && ny < gridSize) {
            neighbors.push(tiles[ny][nx]);
          }
        }
        return neighbors;
      }

      // Function to animate the path
      function animatePath(path) {
        pathTiles = path;
        let index = 0;

        function highlightNextTile() {
          if (index < path.length) {
            const tile = path[index];
            // Skip tiles that were clicked (they keep their color)
            if (!tile.isClicked || tile === path[0] || tile === path[path.length - 1]) {
              tile.element.setAttribute('fill', '#888'); // Highlight color
              tile.isPath = true;
            }
            index++;
            setTimeout(highlightNextTile, 100); // Adjust the delay as needed
          }
        }

        highlightNextTile();
      }

      // Function to clear the previous path
      function clearPath() {
        pathTiles.forEach(tile => {
          // Only reset tiles that are not the clicked ones
          if (!tile.isClicked || tile === pathTiles[0] || tile === pathTiles[pathTiles.length - 1]) {
            tile.element.setAttribute('fill', tile.defaultColor);
            tile.isPath = false;
          }
        });
        pathTiles = [];
      }
    })();
  </script>
</body>
</html>