1.1.2 • Published 1 year ago
@raresail/phaser-pathfinding v1.1.2
@raresail/phaser-pathfinding
A phaser pathfinding algorithm using heap data structure
Documentation Type Definitions
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
yarn add @raresail/phaser-pathfinding
Usage
// 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);