mirror of
https://github.com/photonstorm/phaser
synced 2024-11-25 06:00:41 +00:00
639 lines
20 KiB
JavaScript
Executable file
639 lines
20 KiB
JavaScript
Executable file
/**
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* The MIT License (MIT)
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* Copyright (c) 2014 Raphaël Roux
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*
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*
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*
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*/
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/**
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* @author Raphaël Roux
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* @copyright 2014 Raphaël Roux
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* @license {@link http://opensource.org/licenses/MIT}
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*/
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/**
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* AStar is a phaser pathfinding plugin based on an A* kind of algorythm
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* It works with the Phaser.Tilemap
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*
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* @class Phaser.Plugin.AStar
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* @constructor
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* @param {Any} parent - The object that owns this plugin, usually Phaser.PluginManager.
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*/
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Phaser.Plugin.AStar = function (parent)
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{
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/**
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* @property {Any} parent - The parent of this plugin. If added to the PluginManager the parent will be set to that, otherwise it will be null.
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*/
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this.parent = parent;
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/**
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* @property {Phaser.Tilemap} _tilemap - A reference to the tilemap used to store astar nodes according to the Phaser.Tilemap structure.
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*/
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this._tilemap;
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/**
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* @property {number} _layerIndex - The layer index of the tilemap that is used to store astar nodes.
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*/
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this._layerIndex;
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/**
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* @property {number} _tilesetIndex - The tileset index of the tileset that handle tiles properties.
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*/
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this._tilesetIndex;
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/**
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* @property {array} _open - An array that references nodes to be considered by the search path algorythm.
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*/
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this._open;
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/**
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* @property {array} _closed - An array that references nodes not to consider anymore.
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*/
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this._closed;
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/**
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* @property {array} _visited - Internal array of visited tiles, use for debug pupose.
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*/
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this._visited;
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/**
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* @property {boolean} _useDiagonal - Does the astar algorythm can use tile diagonal?
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* @default true
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*/
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this._useDiagonal = true;
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/**
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* @property {boolean} _findClosest - Does the findPath algorythm must calculate the closest result if destination is unreachable. If not findPath will return an empty array
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* @default true
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*/
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this._findClosest = true;
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/**
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* @property {string} _walkablePropName - Wich name have the walkable propertiy in your tileset.
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* @default 'walkable'
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*/
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this._walkablePropName = 'walkable';
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/**
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* @property {function} _distanceFunction - The function used to calculate distance.
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*/
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this._distanceFunction = Phaser.Plugin.AStar.DISTANCE_EUCLIDIAN;
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/**
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* @property {Phaser.Plugin.AStar.AStarPath} _lastPath - The last path calculated by astar.
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*/
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this._lastPath = null;
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/**
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* @property {boolean} _debug - Boolean to debug mode, stores visited nodes, and have a cost. Disable in production.
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* @default false
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*/
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this._debug = true;
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};
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Phaser.Plugin.AStar.prototype = Object.create(Phaser.Plugin.prototype);
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Phaser.Plugin.AStar.prototype.constructor = Phaser.Plugin.AStar;
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Phaser.Plugin.AStar.VERSION = '0.0.101';
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Phaser.Plugin.AStar.COST_ORTHOGONAL = 1;
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Phaser.Plugin.AStar.COST_DIAGONAL = Phaser.Plugin.AStar.COST_ORTHOGONAL*Math.sqrt(2);
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Phaser.Plugin.AStar.DISTANCE_MANHATTAN = 'distManhattan';
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Phaser.Plugin.AStar.DISTANCE_EUCLIDIAN = 'distEuclidian';
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/**
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* Sets the Phaser.Tilemap used to searchPath into.
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* @method Phaser.Plugin.AStar#setAStarMap
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* @public
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* @param {Phaser.Tilemap} map - the Phaser.Tilemap used to searchPath into. It must have a tileset with tile porperties to know if tiles are walkable or not.
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* @param {string} layerName - The name of the layer that handle tiles.
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* @param {string} tilesetName - The name of the tileset that have walkable properties.
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* @return {Phaser.Plugin.AStar} The Phaser.Plugin.AStar itself.
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*/
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Phaser.Plugin.AStar.prototype.setAStarMap = function(map, layerName, tilesetName)
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{
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this._tilemap = map;
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this._layerIndex = this._tilemap.getLayerIndex(layerName);;
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this._tilesetIndex = this._tilemap.getTilesetIndex(tilesetName);
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this.updateMap();
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return this;
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};
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/**
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* Sets the Phaser.Tilemap used to searchPath into.
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* @method Phaser.Plugin.AStar-setAStarMap
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* @private
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* @return {void} The Phaser.Plugin.AStar itself.
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*/
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Phaser.Plugin.AStar.prototype.updateMap = function()
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{
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var tile;
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var walkable;
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//for each tile, add a default AStarNode with x, y and walkable properties according to the tilemap/tileset datas
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for(var y=0; y < this._tilemap.height; y++)
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{
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for(var x=0; x < this._tilemap.width; x++)
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{
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tile = this._tilemap.layers[this._layerIndex].data[y][x];
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walkable = this._tilemap.tilesets[this._tilesetIndex].tileProperties[tile.index - 1][this._walkablePropName] !== "false" ? true : false;
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tile.properties.astarNode = new Phaser.Plugin.AStar.AStarNode(x, y, walkable);
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}
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}
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};
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/**
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* Find a path between to tiles coordinates
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* @method Phaser.Plugin.AStar#findPath
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* @public
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* @param {Phaser.Point} startPoint - The start point x, y in tiles coordinates to search a path.
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* @param {Phaser.Point} goalPoint - The goal point x, y in tiles coordinates that you trying to reach.
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* @return {Phaser.Plugin.AStar.AStarPath} The Phaser.Plugin.AStar.AStarPath that results
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*/
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Phaser.Plugin.AStar.prototype.findPath = function(startPoint, goalPoint)
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{
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var path = new Phaser.Plugin.AStar.AStarPath();
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var start = this._tilemap.layers[this._layerIndex].data[startPoint.y][startPoint.x].properties.astarNode; //:AStarNode;
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var goal = this._tilemap.layers[this._layerIndex].data[goalPoint.y][goalPoint.x].properties.astarNode
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path.start = start;
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path.goal = goal;
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this._open = [];
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this._closed = [];
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this._visited = [];
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this._open.push(start);
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start.g = 0;
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start.h = this[this._distanceFunction](start, goal);
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start.f = start.h;
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start.parent = null;
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//Loop until there are no more nodes to search
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while(this._open.length > 0)
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{
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//Find lowest f in this._open
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var f = Infinity;
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var x;
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for (var i=0; i<this._open.length; i++)
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{
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if (this._open[i].f < f)
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{
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x = this._open[i];
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f = x.f;
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}
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}
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//Solution found, return solution
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if (x == goal)
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{
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path.nodes = this.reconstructPath(goal);
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this._lastPath = path;
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if(this._debug === true) path.visited = this._visited;
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return path;
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}
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//Close current node
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this._open.splice(this._open.indexOf(x), 1);
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this._closed.push(x);
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//Then get its neighbors
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var n = this.neighbors(x);
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for(var yIndex=0; yIndex < n.length; yIndex++)
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{
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var y = n[yIndex];
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if (-1 != this._closed.indexOf(y))
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continue;
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var g = x.g + y.travelCost;
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var better = false;
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//Add the node for being considered next loop.
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if (-1 == this._open.indexOf(y))
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{
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this._open.push(y);
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better = true;
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if(this._debug === true) this.visit(y);
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}
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else if (g < y.g)
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{
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better = true;
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}
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if (better) {
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y.parent = x;
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y.g = g;
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y.h = this[this._distanceFunction](y, goal);
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y.f = y.g + y.h;
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}
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}
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}
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//If no solution found, does A* try to return the closest result?
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if(this._findClosest === true)
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{
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var min = Infinity;
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var closestGoal, node, dist;
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for(var i=0, ii=this._closed.length; i<ii; i++)
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{
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node = this._closed[i];
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var dist = this[this._distanceFunction](goal, node);
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if (dist < min)
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{
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min = dist;
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closestGoal = node;
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}
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}
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//Reconstruct a path a path from the closestGoal
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path.nodes = this.reconstructPath(closestGoal);
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if(this._debug === true) path.visited = this._visited;
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}
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this._lastPath = path;
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return path;
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};
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/**
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* Reconstruct the result path backwards from the goal point, crawling its parents. Internal method.
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* @method Phaser.Plugin.AStar-reconstructPath
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* @private
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* @param {Phaser.Plugin.AStar.AStarNode} n - The astar node from wich you want to rebuild the path.
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* @return {array} An array of Phaser.Plugin.AStar.AStarNode
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*/
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Phaser.Plugin.AStar.prototype.reconstructPath = function(n)
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{
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var solution = [];
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var nn = n;
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while(nn.parent) {
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solution.push({x: nn.x, y: nn.y});
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nn = nn.parent;
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}
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return solution;
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};
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/**
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* Add a node into visited if it is not already in. Debug only.
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* @method Phaser.Plugin.AStar-visit
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* @private
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* @param {Phaser.Plugin.AStar.AStarNode} node - The astar node you want to register as visited
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* @return {void}
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*/
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Phaser.Plugin.AStar.prototype.visit = function(node)
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{
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for(var i in this._visited)
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{
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if (this._visited[i] == node) return;
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}
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this._visited.push(node);
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};
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/**
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* Add a node into visited if it is not already in. Debug only.
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* @method Phaser.Plugin.AStar-neighbors
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* @private
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* @param {Phaser.Plugin.AStar.AStarNode} n - The astar node you want to register as visited
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* @return {void}
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*/
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Phaser.Plugin.AStar.prototype.neighbors = function(node)
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{
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var x = node.x;
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var y = node.y;
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var n = null;
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var neighbors = [];
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var map = this._tilemap.layers[this._layerIndex].data;
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//West
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if (x > 0) {
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n = map[y][x-1].properties.astarNode;
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if (n.walkable) {
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n.travelCost = Phaser.Plugin.AStar.COST_ORTHOGONAL;
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neighbors.push(n);
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}
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}
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//East
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if (x < this._tilemap.width-1) {
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n = map[y][x+1].properties.astarNode;
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if (n.walkable) {
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n.travelCost = Phaser.Plugin.AStar.COST_ORTHOGONAL;
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neighbors.push(n);
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}
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}
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//North
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if (y > 0) {
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n = map[y-1][x].properties.astarNode;
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if (n.walkable) {
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n.travelCost = Phaser.Plugin.AStar.COST_ORTHOGONAL;
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neighbors.push(n);
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}
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}
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//South
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if (y < this._tilemap.height-1) {
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n = map[y+1][x].properties.astarNode;
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if (n.walkable) {
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n.travelCost = Phaser.Plugin.AStar.COST_ORTHOGONAL;
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neighbors.push(n);
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}
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}
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//If diagonals aren't used do not search for other neighbors and return orthogonal search result
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if(this._useDiagonal === false)
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return neighbors;
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//NorthWest
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if (x > 0 && y > 0) {
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n = map[y-1][x-1].properties.astarNode;
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if (n.walkable
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&& map[y][x-1].properties.astarNode.walkable
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&& map[y-1][x].properties.astarNode.walkable
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) {
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n.travelCost = Phaser.Plugin.AStar.COST_DIAGONAL;
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neighbors.push(n);
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}
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}
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//NorthEast
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if (x < this._tilemap.width-1 && y > 0) {
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n = map[y-1][x+1].properties.astarNode;
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if (n.walkable
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&& map[y][x+1].properties.astarNode.walkable
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&& map[y-1][x].properties.astarNode.walkable
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) {
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n.travelCost = Phaser.Plugin.AStar.COST_DIAGONAL;
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neighbors.push(n);
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}
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}
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//SouthWest
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if (x > 0 && y < this._tilemap.height-1) {
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n = map[y+1][x-1].properties.astarNode;
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if (n.walkable
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&& map[y][x-1].properties.astarNode.walkable
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&& map[y+1][x].properties.astarNode.walkable
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) {
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n.travelCost = Phaser.Plugin.AStar.COST_DIAGONAL;
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neighbors.push(n);
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}
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}
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//SouthEast
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if (x < this._tilemap.width-1 && y < this._tilemap.height-1) {
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n = map[y+1][x+1].properties.astarNode;
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if (n.walkable
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&& map[y][x+1].properties.astarNode.walkable
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&& map[y+1][x].properties.astarNode.walkable
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) {
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n.travelCost = Phaser.Plugin.AStar.COST_DIAGONAL;
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neighbors.push(n);
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}
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}
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return neighbors;
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};
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/**
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* Calculate a distance between tow astar nodes coordinates according to the Manhattan method
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* @method Phaser.Plugin.AStar-distManhattan
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* @private
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* @param {Phaser.Plugin.AStar.AStarNode} nodeA - The A node.
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* @param {Phaser.Plugin.AStar.AStarNode} nodeB - The B node.
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* @return {number} The distance between nodeA and nodeB
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*/
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Phaser.Plugin.AStar.prototype.distManhattan = function (nodeA, nodeB)
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{
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return Math.abs(nodeA.x - nodeB.x) + Math.abs(nodeA.y - nodeB.y);
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};
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/**
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* Calculate a distance between tow astar nodes coordinates according to the Euclidian method. More accurate
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* @method Phaser.Plugin.AStar-distEuclidian
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* @private
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* @param {Phaser.Plugin.AStar.AStarNode} nodeA - The A node.
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* @param {Phaser.Plugin.AStar.AStarNode} nodeB - The B node.
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* @return {number} The distance between nodeA and nodeB
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*/
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Phaser.Plugin.AStar.prototype.distEuclidian = function(nodeA, nodeB)
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{
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return Math.sqrt(Math.pow((nodeA.x - nodeB.x), 2) + Math.pow((nodeA.y -nodeB.y), 2));
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};
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/**
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* Tells if a tile is walkable from its tilemap coordinates
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* @method Phaser.Plugin.AStar-isWalkable
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* @public
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* @param {number} x - The x coordiante of the tile in tilemap's coordinate.
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* @param {number} y - The y coordinate of the tile in tilemap's coordinate.
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* @return {boolean} The distance between nodeA and nodeB
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*/
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Phaser.Plugin.AStar.prototype.isWalkable = function(x, y)
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{
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return this._tilemap.layers[this._layerIndex].data[y][x].properties.astarNode.walkable;
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};
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/**
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* @properties {string} version - The version number of Phaser.Plugin.AStar read only
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*/
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Object.defineProperty(Phaser.Plugin.AStar.prototype, "version", {
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get: function () {
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return Phaser.Plugin.AStar.VERSION;
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}
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});
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/**
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* AStarNode is an object that stores AStar value. Each tile have an AStarNode in their properties
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* @class Phaser.Plugin.AStar.AStarNode
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* @constructor
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* @param {number} x - The x coordinate of the tile.
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* @param {number} y - The y coordinate of the tile.
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* @param {boolean} isWalkable - Is this tile is walkable?
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*/
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Phaser.Plugin.AStar.AStarNode = function(x, y, isWalkable)
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{
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/**
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* @property {number} x - The x coordinate of the tile.
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*/
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this.x = x;
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/**
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* @property {number} y - The y coordinate of the tile.
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*/
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this.y = y;
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/**
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* @property {number} g - The total travel cost from the start point. Sum of COST_ORTHOGONAL and COST_DIAGONAL
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*/
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this.g = 0;
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/**
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* @property {number} h - The remaing distance as the crow flies between this node and the goal.
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*/
|
|
this.h = 0;
|
|
|
|
/**
|
|
* @property {number} f - The weight. Sum of g + h.
|
|
*/
|
|
this.f = 0;
|
|
|
|
/**
|
|
* @property {Phaser.Plugin.AStar.AStarNode} parent - Where do we come from? It's an AStarNode reference needed to reconstruct a path backwards (from goal to start point)
|
|
*/
|
|
this.parent;
|
|
|
|
/**
|
|
* @property {boolean} walkable - Is this node is walkable?
|
|
*/
|
|
this.walkable = isWalkable;
|
|
|
|
/**
|
|
* @property {number} travelCost - The cost to travel to this node, COST_ORTHOGONAL or COST_DIAGONAL
|
|
*/
|
|
this.travelCost;
|
|
};
|
|
|
|
|
|
/**
|
|
* AStarPath is an object that stores a searchPath result.
|
|
* @class Phaser.Plugin.AStar.AStarPath
|
|
* @constructor
|
|
* @param {array} nodes - An array of nodes coordinates sorted backward from goal to start point.
|
|
* @param {Phaser.Plugin.AStarNode} start - The start AStarNode used for the searchPath.
|
|
* @param {Phaser.Plugin.AStarNode} goal - The goal AStarNode used for the searchPath.
|
|
*/
|
|
Phaser.Plugin.AStar.AStarPath = function(nodes, start, goal)
|
|
{
|
|
/**
|
|
* @property {array} nodes - Array of AstarNodes x, y coordiantes that are the path solution from goal to start point.
|
|
*/
|
|
this.nodes = nodes || [];
|
|
|
|
/**
|
|
* @property {Phaser.Plugin.Astar.AStarNode} start - Reference to the start point used by findPath.
|
|
*/
|
|
this.start = start || null;
|
|
|
|
/**
|
|
* @property {Phaser.Plugin.Astar.AStarNode} goal - Reference to the goal point used by findPath.
|
|
*/
|
|
this.goal = goal || null;
|
|
|
|
/**
|
|
* @property {array} visited - Array of AStarNodes that the findPath algorythm has visited. Used for debug only.
|
|
*/
|
|
this.visited = [];
|
|
};
|
|
|
|
|
|
/**
|
|
* Debug method to draw the last calculated path by AStar
|
|
* @method Phaser.Utils.Debug.AStar
|
|
* @param {Phaser.Plugin.AStar} astar- The AStar plugin that you want to debug.
|
|
* @param {number} x - X position on camera for debug display.
|
|
* @param {number} y - Y position on camera for debug display.
|
|
* @param {string} color - Color to stroke the path line.
|
|
* @return {void}
|
|
*/
|
|
Phaser.Utils.Debug.prototype.AStar = function(astar, x, y, color, showVisited)
|
|
{
|
|
if (this.context == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var pathLength = 0;
|
|
if(astar._lastPath !== null)
|
|
{
|
|
pathLength = astar._lastPath.nodes.length;
|
|
}
|
|
|
|
color = color || 'rgb(255,255,255)';
|
|
|
|
game.debug.start(x, y, color);
|
|
|
|
|
|
if(pathLength > 0)
|
|
{
|
|
var node = astar._lastPath.nodes[0];
|
|
this.context.strokeStyle = color;
|
|
this.context.beginPath();
|
|
this.context.moveTo((node.x * astar._tilemap.tileWidth) + (astar._tilemap.tileWidth/2) - game.camera.view.x, (node.y * astar._tilemap.tileHeight) + (astar._tilemap.tileHeight/2) - game.camera.view.y);
|
|
|
|
for(var i=0; i<pathLength; i++)
|
|
{
|
|
node = astar._lastPath.nodes[i];
|
|
this.context.lineTo((node.x * astar._tilemap.tileWidth) + (astar._tilemap.tileWidth/2) - game.camera.view.x, (node.y * astar._tilemap.tileHeight) + (astar._tilemap.tileHeight/2) - game.camera.view.y);
|
|
}
|
|
|
|
this.context.lineTo((astar._lastPath.start.x * astar._tilemap.tileWidth) + (astar._tilemap.tileWidth/2) - game.camera.view.x, (astar._lastPath.start.y * astar._tilemap.tileHeight) + (astar._tilemap.tileHeight/2) - game.camera.view.y);
|
|
|
|
this.context.stroke();
|
|
|
|
//Draw circles on visited nodes
|
|
if(showVisited !== false)
|
|
{
|
|
var visitedNode;
|
|
for(var j=0; j < astar._lastPath.visited.length; j++)
|
|
{
|
|
visitedNode = astar._lastPath.visited[j];
|
|
this.context.beginPath();
|
|
this.context.arc((visitedNode.x * astar._tilemap.tileWidth) + (astar._tilemap.tileWidth/2) - game.camera.view.x, (visitedNode.y * astar._tilemap.tileHeight) + (astar._tilemap.tileHeight/2) - game.camera.view.y, 2, 0, Math.PI*2, true);
|
|
this.context.stroke();
|
|
}
|
|
}
|
|
}
|
|
|
|
this.line('Path length: ' + pathLength);
|
|
this.line('Distance func: ' + astar._distanceFunction);
|
|
this.line('Use diagonal: ' + astar._useDiagonal);
|
|
this.line('Find Closest: ' + astar._findClosest);
|
|
|
|
game.debug.stop();
|
|
};
|
|
|
|
|
|
|
|
|