我有以下JavaScript脚本来生成2D迷宫:

/*
 * 3 June 2003, [[:en:User:Cyp]]:
 *     Maze, generated by my algorithm
 * 24 October 2006, [[:en:User:quin]]:
 *     Source edited for clarity
 * 25 January 2009, [[:en:User:DebateG]]:
 *     Source edited again for clarity and reusability
 * 1 June 2009, [[:en:User:Nandhp]]:
 *     Source edited to produce SVG file when run from the command-line
 * 7 January, 2011 [[:en:User:SharkD]]:
 *     Source converted to JavaScript
 *
 * This program was originally written by [[:en:User:Cyp]], who
 * attached it to the image description page for an image generated by
 * it on en.wikipedia. The image was licensed under CC-BY-SA-3.0/GFDL.
 */

/* Recreate a math function that exists in Java but not JavaScript. */
Math.nextInt = function (number) {
    return Math.floor(Math.random() * number)
}

/* Recreate a system function that exists in Java but not JavaScript.
 * Uncomment either WScript.Echo() or alert() depending on whether you are
 * running the script from the Windows command-line or a Web page.
 */
function println(string)
{
    // if inside Windows Scripting Host
    WScript.Echo(string)
    // if inside a Web page
//  alert(string)
}

/* Define the bit masks */
var Constants =
{
    WALL_ABOVE : 1,
    WALL_BELOW : 2,
    WALL_LEFT : 4,
    WALL_RIGHT : 8,
    QUEUED : 16,
    IN_MAZE : 32
}

/* Construct a Maze with specified width, height, and cell_width */
function Maze(width, height, cell_width) {
    if (width)
        this.width = width;
    else
        this.width = 20;
    if (height)
        this.height = height;
    else
        this.height = 20;
    if (cell_width)
        this.cell_width = cell_width;
    else
        this.cell_width = 10;
    this.maze = []

    /* The maze generation algorithm. */
    this.createMaze = function()  {
        var width = this.width
        var height = this.height
        var maze = this.maze
        var x, y, n, d;
        var dx = [ 0, 0, -1, 1 ];
        var dy = [ -1, 1, 0, 0 ];

        var todo = new Array(height * width);
        var todonum = 0;

        /* We want to create a maze on a grid. */
        /* We start with a grid full of walls. */
        for (x = 0; x < width; ++x) {
            maze[x] = []
            for (y = 0; y < height; ++y) {
                if (x == 0 || x == width - 1 || y == 0 || y == height - 1) {
                    maze[x][y] = Constants.IN_MAZE;
                }
                else {
                    maze[x][y] = 63;
                }
            }
        }

        /* Select any square of the grid, to start with. */
        x = 1 + Math.nextInt(width - 2);
        y = 1 + Math.nextInt(height - 2);

        /* Mark this square as connected to the maze. */
        maze[x][y] &= ~48;

        /* Remember the surrounding squares, as we will */
        for (d = 0; d < 4; ++d) {
            if ((maze[x + dx[d]][y + dy[d]] & Constants.QUEUED) != 0) {
                /* want to connect them to the maze. */              
                todo[todonum++] = ((x + dx[d]) << Constants.QUEUED) | (y + dy[d]);
                maze[x + dx[d]][y + dy[d]] &= ~Constants.QUEUED;
            }
        }

        /* We won't be finished until all is connected. */
        while (todonum > 0) {
            /* We select one of the squares next to the maze. */
            n = Math.nextInt(todonum);
            x = todo[n] >> 16; /* the top 2 bytes of the data */
            y = todo[n] & 65535; /* the bottom 2 bytes of the data */

            /* We will connect it, so remove it from the queue. */
            todo[n] = todo[--todonum];

            /* Select a direction, which leads to the maze. */
            do {
                d = Math.nextInt(4);
            }
            while ((maze[x + dx[d]][y + dy[d]] & Constants.IN_MAZE) != 0);

            /* Connect this square to the maze. */
            maze[x][y] &= ~((1 << d) | Constants.IN_MAZE);
            maze[x + dx[d]][y + dy[d]] &= ~(1 << (d ^ 1));

            /* Remember the surrounding squares, which aren't */
            for (d = 0; d < 4; ++d) {
                if ((maze[x + dx[d]][y + dy[d]] & Constants.QUEUED) != 0) {      
                    /* connected to the maze, and aren't yet queued to be. */
                    todo[todonum++] = ((x + dx[d]) << Constants.QUEUED) | (y + dy[d]);
                    maze[x + dx[d]][y + dy[d]] &= ~Constants.QUEUED;
                }
            }
            /* Repeat until finished. */
        }

        /* Add an entrance and exit. */
        maze[1][1] &= ~Constants.WALL_ABOVE; 
        maze[width - 2][height - 2] &= ~Constants.WALL_BELOW;
    }
    /* Called to write the maze to an SVG file. */
    this.printSVG = function () {
        println("<svg width=\"" + (width * cell_width) + "\" height=\"" + (height*cell_width) + "\" version=\"1.1\" xmlns=\"http://www.w3.org/2000/svg\">\n"
                + "  <g stroke=\"black\" stroke-width=\"1\" stroke-linecap=\"round\">\n" + this.drawMaze() + "  </g>\n</svg>\n");
    }
    /* Main maze-drawing loop. */
    this.drawMaze = function () {
        var x, y;
        var width = this.width;
        var height = this.height;
        var cell_width = this.cell_width
        var outstring = ""
        for (x = 1; x < width - 1; ++x) {
            for (y = 1; y < height - 1; ++y) {
                if ((this.maze[x][y] & Constants.WALL_ABOVE) != 0)
                    outstring += this.drawLine(x * cell_width, y * cell_width, (x + 1) * cell_width, y * cell_width);
                if ((this.maze[x][y] & Constants.WALL_BELOW) != 0)
                    outstring += this.drawLine(x * cell_width, (y + 1) * cell_width, (x + 1) * cell_width, (y + 1) * cell_width);
                if ((this.maze[x][y] & Constants.WALL_LEFT) != 0)
                    outstring += this.drawLine(x * cell_width, y * cell_width, x * cell_width, (y + 1) * cell_width);
                if ((this.maze[x][y] & Constants.WALL_RIGHT) != 0)
                    outstring += this.drawLine((x + 1) * cell_width, y * cell_width, (x + 1) * cell_width, (y + 1) * cell_width);
            }
        }
        return outstring
    }
    /* Draw a line, either in the SVG file or on the screen. */
    this.drawLine = function (x1, y1, x2, y2) {
        return "    <line x1=\"" + x1 + "\" y1=\"" + y1 + "\" x2=\"" + x2 + "\" y2=\"" + y2 + "\" />\n";
    }
}

/* Initialization method that will be called when the program is
* run from the command-line. Maze will be written as SVG file. */
function main(args) {
    var m = new Maze();
    m.createMaze();
    m.printSVG();
}

/* execute the program */
main()

我想扩展脚本,使其创建一个六轴3D迷宫。但是,为了做到这一点,我必须了解位操作以及它们的使用方式。有人可以向我解释为什么原始作者选择使用位操作,以及他们在脚本中所做的事情吗?

谢谢!

编辑 - 结论]由于现在解决了该问题,仅供参考,这是脚本的3D版本:

/*
 * 3 June 2003, [[:en:User:Cyp]]:
 *     Maze, generated by my algorithm
 * 24 October 2006, [[:en:User:quin]]:
 *     Source edited for clarity
 * 25 January 2009, [[:en:User:DebateG]]:
 *     Source edited again for clarity and reusability
 * 1 June 2009, [[:en:User:Nandhp]]:
 *     Source edited to produce SVG file when run from the command-line
 * 7 January, 2011 [[:en:User:SharkD]]:
 *     Source converted to JavaScript and third axis added
 *
 * This program was originally written by [[:en:User:Cyp]], who
 * attached it to the image description page for an image generated by
 * it on en.wikipedia. The image was licensed under CC-BY-SA-3.0/GFDL.
 */

/* Recreate a math function that exists in Java but not JavaScript. */
Math.nextInt = function (number) {
    return Math.floor(Math.random() * number)
}

/* Recreate a system function that exists in Java but not JavaScript.
 * Uncomment either WScript.Echo() or alert() depending on whether you are
 * running the script from the Windows command-line or a Web page.
 */
function println(string)
{
    // if inside Windows Scripting Host
    WScript.Echo(string)
    // if inside a Web page
//  alert(string)
}

/* Define the bit masks */
var WALL_ABOVE = 1;
var WALL_BELOW = 2;
var WALL_LEFT = 4;
var WALL_RIGHT = 8;
var WALL_FRONT = 16;
var WALL_BACK = 32;
var QUEUED = 64;
var IN_MAZE = 128;

/* Construct a Maze with specified lenx, leny, and cell_width */
function Maze(lenx, leny, lenz, cell_width) {
    if (lenx)
        this.lenx = lenx;
    else
        this.lenx = 20;
    if (leny)
        this.leny = leny;
    else
        this.leny = 20;
    if (lenz)
        this.lenz = lenz;
    else
        this.lenz = 8;
    if (cell_width)
        this.cell_width = cell_width;
    else
        this.cell_width = 10;
    this.maze = []

    /* The maze generation algorithm. */
    this.createMaze = function()  {
        var lenx = this.lenx
        var leny = this.leny
        var lenz = this.lenz
        var maze = this.maze
        var x, y, z, n, d;
        var dx = [ 0, 0, -1, 1, 0, 0 ];
        var dy = [ -1, 1, 0, 0, 0, 0 ];
        var dz = [ 0, 0, 0, 0, -1, 1 ];

        var todo = new Array(leny * lenx * lenz);
        var todonum = 0;

        /* We want to create a maze on a grid. */
        /* We start with a grid full of walls. */
        /* Except for the outer walls which are left open? */
        for (x = 0; x < lenx; ++x) {
            maze[x] = []
            for (y = 0; y < leny; ++y) {
                maze[x][y] = []
                for (z = 0; z < lenz; ++z)
                {
                    if (x == 0 || x == lenx - 1 || y == 0 || y == leny - 1 || z == 0 || z == lenz - 1) {
                        maze[x][y][z] = IN_MAZE;
                    }
                    else {
                        maze[x][y][z] = WALL_ABOVE + WALL_BELOW + WALL_LEFT + WALL_RIGHT + WALL_FRONT + WALL_BACK + QUEUED + IN_MAZE;           // DUNNO!!!! 255
                    }
                }
            }
        }

        /* Select random square of the grid, to start with. */
        x = 1 + Math.nextInt(lenx - 2);
        y = 1 + Math.nextInt(leny - 2);
        z = 1 + Math.nextInt(lenz - 2);

        /* Mark this square as connected to the maze. */
        maze[x][y][z] &= ~(QUEUED + IN_MAZE);

        /* Remember the surrounding squares, as we will... */
        for (d = 0; d < 6; ++d) {
            if ((maze[x + dx[d]][y + dy[d]][z + dz[d]] & QUEUED) != 0) {
                /* ...want to connect them to the maze. */              
                todo[todonum++] = [x + dx[d], y + dy[d], z + dz[d]];
                maze[x + dx[d]][y + dy[d]][z + dz[d]] &= ~QUEUED;
            }
        }

        /* We won't be finished until all is connected. */
        while (todonum > 0) {
            /* We select one of the squares next to the maze. */
            n = Math.nextInt(todonum);
            x = todo[n][0];
            y = todo[n][1];
            z = todo[n][2];

            /* We will connect it, so remove it from the queue. */
            todo[n] = todo[--todonum];

            /* Select a random direction, which leads to the maze. */
            do {
                d = Math.nextInt(6);
            }
            while ((maze[x + dx[d]][y + dy[d]][z + dz[d]] & IN_MAZE) != 0);

            /* Connect this square to the maze. */
            maze[x][y][z] &= ~((1 << d) | IN_MAZE);
            maze[x + dx[d]][y + dy[d]][z + dz[d]] &= ~(1 << (d ^ 1));

            /* Remember the surrounding squares, which aren't... */
            for (d = 0; d < 6; ++d) {
                if ((maze[x + dx[d]][y + dy[d]][z + dz[d]] & QUEUED) != 0) {
                    /* ...connected to the maze, and aren't yet queued to be. */
                    todo[todonum++] = [x + dx[d], y + dy[d], z + dz[d]];
                    maze[x + dx[d]][y + dy[d]][z + dz[d]] &= ~QUEUED;
                }
            }
            /* Repeat until finished. */
        }

        /* Add an entrance and exit. */
        maze[1][1][1] &= ~WALL_ABOVE;
        maze[lenx - 2][leny - 2][lenz - 2] &= ~WALL_BELOW;
    }
    /* Called to write the maze to an SVG file. */
    this.printSVG = function () {
        println("<svg lenx=\"" + (lenx * cell_width) + "\" leny=\"" + (leny * lenz * cell_width) + "\" version=\"1.1\" xmlns=\"http://www.w3.org/2000/svg\">\n"
                + "  <g stroke=\"black\" stroke-lenx=\"1\" stroke-linecap=\"round\">\n" + this.drawMaze() + "  </g>\n</svg>\n");
    }
    /* Main maze-drawing loop. */
    this.drawMaze = function () {
        var x, y, z;
        var lenx = this.lenx;
        var leny = this.leny;
        var lenz = this.lenz;
        var cell_width = this.cell_width
        var outstring = ""
        for (x = 1; x < lenx - 1; ++x) {
            for (y = 1; y < leny - 1; ++y) {
                for (z = 1; z < lenz - 1; ++z) {
                    var z_pos = z * leny * cell_width;
                    if ((this.maze[x][y][z] & WALL_ABOVE) != 0)
                        outstring += this.drawLine
                        (
                            x * cell_width,
                            y * cell_width + z_pos,
                            (x + 1) * cell_width,
                            y * cell_width + z_pos
                        );
                    if ((this.maze[x][y][z] & WALL_BELOW) != 0)
                        outstring += this.drawLine
                        (
                            x * cell_width,
                            (y + 1) * cell_width + z_pos,
                            (x + 1) * cell_width,
                            (y + 1) * cell_width + z_pos
                        );
                    if ((this.maze[x][y][z] & WALL_LEFT) != 0)
                        outstring += this.drawLine
                        (
                            x * cell_width,
                            y * cell_width + z_pos,
                            x * cell_width,
                            (y + 1) * cell_width + z_pos
                        );
                    if ((this.maze[x][y][z] & WALL_RIGHT) != 0)
                        outstring += this.drawLine
                        (
                            (x + 1) * cell_width,
                            y * cell_width + z_pos,
                            (x + 1) * cell_width,
                            (y + 1) * cell_width + z_pos
                        );
                    if ((this.maze[x][y][z] & WALL_FRONT) != 0)
                        outstring += this.drawLine
                        (
                            x * cell_width + cell_width/3,
                            (y + 1) * cell_width - cell_width/3 + z_pos,
                            (x + 1) * cell_width - cell_width/3,
                            y * cell_width + cell_width/3 + z_pos
                        );
                    if ((this.maze[x][y][z] & WALL_BACK) != 0)
                        outstring += this.drawLine
                        (
                            x * cell_width + cell_width/3,
                            y * cell_width + cell_width/3 + z_pos,
                            (x + 1) * cell_width - cell_width/3,
                            (y + 1) * cell_width - cell_width/3 + z_pos
                        );
                }
            }
        }
        return outstring
    }
    /* Draw a line, either in the SVG file or on the screen. */
    this.drawLine = function (x1, y1, x2, y2) {
        return "    <line x1=\"" + x1 + "\" y1=\"" + y1 + "\" x2=\"" + x2 + "\" y2=\"" + y2 + "\" />\n";
    }
}

/* Initialization method that will be called when the program is
* run from the command-line. Maze will be written as SVG file. */
function main(args) {
    var m = new Maze();
    m.createMaze();
    m.printSVG();
}

/* execute the program */
main()
有帮助吗?

解决方案

使用位操作的最常见原因是因为它们快速并允许整数中的信息紧凑。

也就是说,这个脚本似乎在网格中的每个正方形上使用它们作为标志。

查看以下代码:

/* Define the bit masks */
var Constants =
{
    WALL_ABOVE : 1,
    WALL_BELOW : 2,
    WALL_LEFT : 4,
    WALL_RIGHT : 8,
    QUEUED : 16,
    IN_MAZE : 32
}

这些常数中的每一个都在整数中占据一点点。至 查看 如果设置了标志,则需要做的就是确定其位置是否设置为1(通常是通过该数字和比较为0)。至 一个标志,您只需设置该位值(通常是通过数字或数字来设置)。这就是位运算符所做的。

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