astar: Implement the Pathfinding algorithm in JavaScript

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Version License JavaScript version Categories
astar 1.0Freeware1.0Geography, Algorithms
Description Author

This object can implement the Pathfinding algorithm in JavaScript.

It can take a start point and destination point on a grid map of a given size and finds the path to go from one point to the other.

The object can render on a HTML page the grid map and the path between the grid nodes as the path is being found.

Innovation Award
JavaScript Programming Innovation award nominee
May 2014
Number 3
Finding the path between two points is a problem that often appears in mapping applications.

This object provides a solution to that problem and provides a visual representation of the paths that it finds

Manuel Lemos
Picture of Andoitz Jordan Marmolejo
  Performance   Level  
Name: Andoitz Jordan Marmolejo <contact>
Classes: 2 packages by
Country: Spain Spain
Age: 32
All time rank: 975 in Spain Spain
Week rank: 6 Up2 in Spain Spain Up
Innovation award
Innovation award
Nominee: 2x

Winner: 1x

Details
A* Pathfinding Algorithm Example Algorithm that is widely used in pathfinding and graph traversal, the process of plotting an efficiently traversable path between points, called nodes. A* Algorithm Pseudocode function A*(start,goal) closedset := the empty set // The set of nodes already evaluated. openset := {start} // The set of tentative nodes to be evaluated, initially containing the start node came_from := the empty map // The map of navigated nodes. g_score[start] := 0 // Cost from start along best known path. // Estimated total cost from start to goal through y. f_score[start] := g_score[start] + heuristic_cost_estimate(start, goal) while openset is not empty current := the node in openset having the lowest f_score[] value if current = goal return reconstruct_path(came_from, goal) remove current from openset add current to closedset for each neighbor in neighbor_nodes(current) if neighbor in closedset continue tentative_g_score := g_score[current] + dist_between(current,neighbor) if neighbor not in openset or tentative_g_score < g_score[neighbor] came_from[neighbor] := current g_score[neighbor] := tentative_g_score f_score[neighbor] := g_score[neighbor] + heuristic_cost_estimate(neighbor, goal) if neighbor not in openset add neighbor to openset return failure function reconstruct_path(came_from, current_node) if current_node in came_from p := reconstruct_path(came_from, came_from[current_node]) return (p + current_node) else return current_node For more information and downloads visit: http://www.andoitz.com/proyectos/programacion/34-proyectos/programacion/87-astar-pathfinding-algorithm-example.html
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Accessible without login Plain text file a_star.css Data CSS style
Accessible without login Plain text file a_star.html Example Main html
Plain text file a_star.js Class aStar jQuery Library
Plain text file jquery-1.11.0.min.js Class Jquery Library
Accessible without login Plain text file Readme.txt Doc. Readme document

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