2011-01-08 97 views
1

我有用於生成二維迷宮下面的JavaScript腳本:按位操作 - 這是怎麼回事?

/* 
* 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() 

我想延長腳本,它創建了一個六軸3D迷宮。但是,爲了這樣做,我必須瞭解按位操作以及它們的用途。有人可以向我解釋爲什麼原作者選擇使用按位操作,以及它在腳本中究竟做了什麼?

謝謝!

[編輯 - 結論 由於這個問題現在已經解決了,僅供參考這裏的腳本的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() 

回答

2

最常見的原因使用按位運算,是因爲他們速度快,並允許緊湊以整數存儲信息。

也就是說,這個腳本似乎是在網格中的每個正方形上使用它們作爲標誌。

看看下面的代碼:

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

這些常量的每佔用一個位整數。到檢查如果標誌被設置,你所需要做的就是確定它的位地址是否被設置爲1(通常通過與該數字進行「與」操作並與0比較)。到設置一個標誌,你只需設置該位的值(通常通過ORing與數字)。這是按位運算符正在做的事情。

+0

好的,所以在97行腳本正在檢查是否設置了QUEUED標誌,並且在第100行腳本正在設置QUEUED標誌。但是在99號線上呢? – posfan12 2011-01-08 03:26:15