https://github.com/raresail/phaser-pathfinding
A phaser3 pathfinding algorithm using heap data structure
https://github.com/raresail/phaser-pathfinding
astar-algorithm heap heap-data-structure navigation pathfinding phaser-game phaser-plugin phaser3 phaserjs tilemap tiles typescript
Last synced: 3 months ago
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A phaser3 pathfinding algorithm using heap data structure
- Host: GitHub
- URL: https://github.com/raresail/phaser-pathfinding
- Owner: RaresAil
- License: apache-2.0
- Created: 2023-10-16T11:52:38.000Z (over 1 year ago)
- Default Branch: master
- Last Pushed: 2023-10-23T08:02:30.000Z (over 1 year ago)
- Last Synced: 2024-10-17T17:39:42.436Z (8 months ago)
- Topics: astar-algorithm, heap, heap-data-structure, navigation, pathfinding, phaser-game, phaser-plugin, phaser3, phaserjs, tilemap, tiles, typescript
- Language: TypeScript
- Homepage: https://raresail.github.io/phaser-pathfinding/
- Size: 1.54 MB
- Stars: 2
- Watchers: 1
- Forks: 1
- Open Issues: 0
-
Metadata Files:
- Readme: README.md
- License: LICENSE
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README
# @raresail/phaser-pathfinding
A phaser pathfinding algorithm using heap data structure
[Documentation](https://raresail.github.io/phaser-pathfinding/)
[Type Definitions](https://raresail.github.io/phaser-pathfinding/module-PhaserPathfinding.html)## Documentation
For a complete documentation on how to change the distance method used in calculating the path or simplification of the path, check the above link, supported distance methods at this moment:
| Method | Description |
| --------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Octile | (Recommended) Is a variant of Chebyshev distance used when movement is allowed along diagonals in addition to horizontal and vertical directions, but diagonal movement has a cost of √2 times that of horizontal or vertical movement |
| Chebyshev | It is a distance metric defined on a vector space where the distance between two vectors is the greatest of their differences along any coordinate dimension |
| Manhattan | It is a distance metric between two points in an N-dimensional vector space. _**When set to this method, and if the diagonal is disabled, the path won't include zig zag moves**_ |
| | |## Installation
```bash
yarn add @raresail/phaser-pathfinding
```## Usage
```ts
// Create a grid from the existing tilemap and specify the layers that are obstacles, in the current case the water layer is not walkable
const grid = Grid.createFromMap(map, [waterLayer]);// The pathfinding instance is created from the grid and is used to get the path between 2 vectors on the map
const pathfinding = new Pathfinding(grid);// The tl method is used for tile units and the `findPathBetweenPx` method is used to find the path based on pixels
const path = this.pathfinding.findPathBetweenTl(
new Phaser.Math.Vector2(0, 0),
new Phaser.Math.Vector2(10, 10)
);// The path variable will be an array of nodes that can be used to move the "enemy" let's say towards the target
// The props worldX and worldY contains the position in pixels for that specific node
console.log(path[0].worldX, path[0].worldY);
```