I'm trying implement A* Start path finding in my games(which are written with JavaScript, HTML5 Canvas). Library for A* Start found this - http://46dogs.blogspot.com/2009/10/star-pathroute-finding-javascript-code.html and now I'm using this library for path finding. And with this library, I'm trying write a simple test, but stuck with one problem. I'm now done when in HTML5 canvas screen click with mouse show path until my mouse.x and mouse.y. Here is a screenshot:
(Pink square: Player, Orange squares: path until my mouse.x/mouse.y) Code how I'm drawing the orange squares until my mouse.x/mouse.y is:
for(var i = 0; i < path.length; i++) {
context.fillStyle = 'orange';
context.fillRect(path[i].x * 16, path[i].y * 16, 16, 16);
}
My problem is I do not understand how to move my player until path goal. I've tried:
for(var i = 0; i < path.length; i++) {
player.x += path[i].x;
player.y += path[i].y;
}
But with this code my player is not beung drawn.(When I run the code, player.x and player.y are equals to 0 and when I click with the mouse I get the path player blink and disappear)
Maybe anyone know how to solve this problem?
And I'm very very very sorry for my bad English language. :)
This is what I currently use which is based off of my a*. The concept should be the same though. The a* function should return the path as an array, then you just need to iterate through the path on each player update and move them.
// data holds the array of points returned by the a* alg, step is the current point you're on.
function movePlayer(data, step){
step++;
if(step >= data.length){
return false;
}
// set the player to the next point in the data array
playerObj.x = data[step].x;
playerObj.y = data[step].y;
// fill the rect that the player is on
ctx.fillStyle = "rgb(200,0,0)";
ctx.fillRect(playerObj.x*tileSize, playerObj.y*tileSize, tileSize, tileSize);
// do it again
setTimeout(function(){movePlayer(data,step)},10);
}
来源:https://stackoverflow.com/questions/11331834/a-start-path-finding-in-html5-canvas