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It's possibly not stable enough for use in a production product - use at your own risk (for now!) \n\nThis Phaser `ScenePlugin` generates Navigation Mesh (navmesh) data from supplied `Phaser.TilemapLayer` data and collison indices thereof. Contains configuration options for fine-grain control\n\n### Getting Started:\n\nimport it as you would any other module \u0026 include it as a `ScenePlugin` within your game's configuration object:\n\n```\nimport NavMeshPlugin from 'phaser-navmesh-generation';\n\nconst game = {\n  // ...\n  // other Game config values ...\n  // ...\n  plugins: {\n    scene: [\n      { key: 'NavMeshPlugin', plugin: NavMeshPlugin, mapping: 'navMeshPlugin' }\n    ]\n  },\n\n```\n\n#### Usage:\n\n1. First, we need to generate a new navigation mesh based on the Tilemap / Tilelayer you want to use to calculate collision data from. Use the `mapping` value provided within your `Scene` to access the freshly injected plugin:\n\n\n```\nvar navMesh = this.navMeshPlugin.buildFromTileLayer(tileMap, tileLayer, {\n  collisionIndices: [1, 2, 3],\n  midPointThreshold: 0,\n  useMidPoint: false,\n  debug: {\n    hulls: false,\n    navMesh: false,\n    navMeshNodes: false,\n    polygonBounds: false,\n    aStarPath: false\n  }\n});\n```\nParams:\n* `collisionIndices`: an `Array` of collision indices that your tilemap uses for collisions **(required)**\n* `midPointThreshold`: a `Number` value telling how narrow a navmesh triangle needs to be before it's ignored during pathing (optional; default `0`)\n* `timingInfo`: Show in the console how long it took to build the NavMesh - and search for paths (optional; default `false`)\n* `useMidPoint`: a `Boolean` value on whether to include all triangle edge mid-points in calculating triangulation (optional; default: `true`)\n* `offsetHullsBy`: a `Number` value to offset (expand) each hull cluster by. Useful to use a small value to prevent excessively parallel edges (optional; default: `0.1`)\n* `debug`: various optional debug options to Render the stages of NavMesh calculation:\n    * `hulls`: Every (recursive) 'chunk' of impassable tiles found on the tilemap\n    * `navMesh`: Draw all the actual triangles generated for this navmesh\n    * `navMeshNodes`: Draw all connections found between neighbouring triangles\n    * `polygonBounds`: Draw the bonding radius between each navmesh triangle\n    * `aStarPath`: Draw the aStar path found between points (WIP debug, will remove later) \n\n2. Then, to find a path between two `Phaser.Geom.Point` instances, call:\n```\nnavMesh.getPath(position, destination, offset);\n```\nParams:\n* `position` is a `Phaser.Geom.Point` of your starting _world_ position **(required)**\n* `destination` is a `Phaser.Geom.Point` of the destination / end _world_ position **(required)**\n* `offset` is an offset value to keep a distance (optional, default `0`) \n\nThis method returns two useful pieces of data:\n\n`path` an `Array` of Points that is the shortest path to your destination\n`offsetPath` an `Array` containing the _offset_ path, relative to the `offset` value given in `getPath`\n\n\n#### Other methods:\n`const sprite = plugin.addSprite(x, y, width, height, refresh);`\n\nYour map may have Sprites that act as impassable areas (houses, trees etc), and you can mark this area of the map using the above method\n\nParams:\n* `x` the Tile X location of the sprite **(required)**\n* `y` the Tile Y location of the sprite **(required)**\n* `width` the Width of the sprite, expressed as tile units **(required)**\n* `height` the Height of the sprite, expressed as tile units **(required)**\n* `refresh`: If you wish the navMesh to be re-calculated after removing the sprite (optional, default `true`)\n\nReturns:\n* The internal instance of the sprite; includes a `uuid` that can be used for later removal\n\n`plugin.removeSprite(uuid, refresh);`\n\nParams:\n* `uuid`: the String UUID of the sprite you wish to remove **(required)**\n* `refresh`: If you wish the navMesh to be re-calculated after removing the sprite (optional, default `true`)","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Famaccann%2Fphaser-navmesh-generation","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Famaccann%2Fphaser-navmesh-generation","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Famaccann%2Fphaser-navmesh-generation/lists"}