PathFinding.js | A comprehensive path-finding library for grid based games | Learning library
kandi X-RAY | PathFinding.js Summary
kandi X-RAY | PathFinding.js Summary
The aim of this project is to provide a path-finding library that can be easily incorporated into web games. It may run on Node.js or the browser. It comes along with an [online demo] to show how the algorithms execute. (The pathfinding speed is slowed down in the demo). Note that this project only provides path-finding algorithms for 2D space. If you need to work in a 3D environment, then you may use [@schteppe] [fork] There is new documentation being written for PathFinding.js. You can read it [here] Note that this is in very early stages and far from complete so keep your eyes open for mistakes and don’t hesitate to open a pull request in case you find one.
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PathFinding.js Examples and Code Snippets
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Trending Discussions on PathFinding.js
QUESTION
function algorithm(){
if(startPoint === true && endPoint === true){
//add the heuristic distance to the start position from the final position
startPosition.h = distance([startPosition.x, startPosition.y]);
let openList = []
openList.push(startPosition)
let closedList = []
while (openList.length > 0){
//print(openList)
lowPos = 0;
for(let i = 0; i < openList.length; i++){
if(openList[i].f < openList[lowPos].f){
lowPos = i;
}
}
let currentPosition = openList[lowPos];
//currentPosition.check()
//if the currentPosition is the endPosition, retrace steps and find the path, then return this path
if(currentPosition === endPosition){
let curr = currentPosition;
let ret = [];
while(curr.parent != null){
curr.path()
ret.push(curr);
curr = curr.parent;
}
endPosition.end()
return ret.reverse();
}
openList.splice(lowPos, 1);
closedList.push(currentPosition);
let neighbours = neighbors(currentPosition);
for(let i = 0; i < neighbours.length; i++){
let neighbour = neighbours[i];
if(closedList.includes(neighbour) || neighbour.colour == "black"){
continue;
}
neighbour.check()
let gScore = currentPosition.g + 1;
let gScoreBest = false;
if(openList.includes(neighbour) == false){
gScoreBest = true;
neighbour.h = distance([neighbour.x, neighbour.y]);
openList.push(neighbour);
}
else if(gScore < neighbour.g){
gScoreBest = true;
}
if(gScoreBest == true){
neighbour.parent = currentPosition;
neighbour.g = gScore;
neighbour.f = neighbour.g + neighbour.h;
}
}
}
}
//meaning that either the path is not possible or the final node/initial node
has not yet been placed.
return [];
}
...ANSWER
Answered 2021-Apr-13 at 12:34It looks like you are not checking the diagonals. It is not a mistake. You are doing great.
QUESTION
I'm developing a little game of nothing at all more commonly called "Pathfinding"; and I am crashing on a small error that I have never encountered (I am young dev);
I have searched everywhere but I do not understand why this error appears.
I am experiencing this error:
...Uncaught TypeError: current.distance is not a function at search_min_distance (pathfinding.js:127) at game (pathfinding.js:151) at HTMLDocument. (pathfinding.js:173)
ANSWER
Answered 2020-Sep-26 at 19:44Bind distance
function to this
inside constructor
QUESTION
I'm using PathFinding.js package. My code is:
...ANSWER
Answered 2019-Mar-23 at 21:22I didn't noticed this sentence in docs:
Be aware that grid will be modified in each path-finding, and will not be usable afterwards. If you want to use a single grid multiple times, create a clone for it before calling findPath.
So I have to create grid clone. Later I'll use finder
in loop so within it I need to reassign grid clone each time in loop:
QUESTION
I want to have the click and drag functionality that Raphael.js provides, an example here: https://qiao.github.io/PathFinding.js/visual/.
The way you add and remove obstacles is great, it's essentially combining mousedown event and hover. But how on earth is that done? Any help please?
The closest I have is: https://codepen.io/ProgrammingKea/pen/ZowWJx
The salient bit is
...ANSWER
Answered 2018-May-20 at 13:06You can use something like:
QUESTION
I am making a space game using Playcanvas. I want to add some AI to ships that fly around and shoot. I don't have any idea of how to impliment Pathfinding.js on a 3D space, let alone, using the PlayCanvas Script API as well. Does anyone know how to: - Implement Pathfinding.js in a 3D Space - Implement Pathfinding.js into a 3D PlayCanvas World - Impliment Pathfinding.js into a 3D Object, inside a 3D PlayCanvas World - Add basic tasks such as follow, attack, run away using Pathfinding.js
I am kind of a noob at Pathfinding.js, even using 2D, so please be exact, if you want to answer.
Thanks to all of you guys who work hard to help noobs like me!
Thanks much, Noah
...ANSWER
Answered 2017-Apr-13 at 01:00Pathfinding.js provides functionality for 2D pathfinding. Note that a fork of Pathfinding.js exists for 3D environments.
Some PlayCanvas projects that use the 2D version of Pathfinding.js do exist. Namely:
- Zombie Pac-man (map.js uses Pathfinding.js API)
- Last Line of Defense (map.js uses Pathfinding.js API)
Note that both of these projects are based on PlayCanvas' previous scripting system. New projects in PlayCanvas default to a newer (better) scripting system, but generally, the code will be very similar.
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