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Quickstart

The algorithm is designed for 2.5 dimensional games where obstacles are mapped to rectangular cells. Your smallest collidable object will occupy one cell. Movement is 4-directional for quick implementation but is easily converted to n-directional by expanding on moveStack_neighbours(). The purpose of this format is to allow us to respect the orthogonal (graphic) representation of the game while facilitating movement and dynamic pathfinding on different planes.

With get_moveStack(), we can assign a stack of waypoints to a given instance. We only need to figure out:

Once we're ready to read in a waypoint, simply pop the moveStack assigned to a given instance:

Then access the x and y keys:

get_moveStack()

Initializes the pathfinding algorithm and assigns a stack of waypoints to a given instance.

Arguments: