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A* Applied to a Larger Tile Map
TodemonstrateA*pathfindinginamorereal-worldway,wemustfirstcreateanewtilemap.
For our next example, we are going to create a more maze-like structure that still uses just the
first two tile types.
The following code example shows the changes to the Example 8-13 tile map for
Example 8-14 . We will also be changing the startNode and endNode for Example 8-14 . We
have not provided the full code listing for this example, just the changes needed to turn
Example 8-13 into Example 8-14 :
//Example 8-14 changes to Example 8-13 to make a larger tile map
var
var mapRows = 15 ;
var
var mapCols = 15 ;
var
var tileMap = [
[ 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ]
,[ 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 0 ]
,[ 0 , 1 , 0 , 1 , 0 , 0 , 1 , 0 , 1 , 0 , 0 , 1 , 0 , 1 , 0 ]
,[ 0 , 1 , 0 , 1 , 0 , 0 , 1 , 0 , 1 , 0 , 0 , 1 , 0 , 1 , 0 ]
,[ 0 , 1 , 0 , 1 , 0 , 0 , 1 , 1 , 1 , 0 , 0 , 1 , 0 , 1 , 0 ]
,[ 0 , 1 , 1 , 1 , 1 , 1 , 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 , 0 ]
,[ 0 , 1 , 0 , 0 , 0 , 1 , 0 , 0 , 0 , 1 , 0 , 0 , 0 , 1 , 0 ]
,[ 0 , 1 , 1 , 1 , 1 , 1 , 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 , 0 ]
,[ 0 , 0 , 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 , 0 , 0 , 0 , 0 , 0 ]
,[ 0 , 1 , 1 , 1 , 1 , 1 , 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 , 0 ]
,[ 0 , 1 , 0 , 1 , 0 , 0 , 1 , 1 , 1 , 0 , 0 , 1 , 0 , 1 , 0 ]
,[ 0 , 1 , 0 , 1 , 0 , 0 , 1 , 0 , 1 , 0 , 0 , 1 , 0 , 1 , 0 ]
,[ 0 , 1 , 0 , 1 , 0 , 0 , 1 , 0 , 1 , 0 , 0 , 1 , 0 , 1 , 0 ]
,[ 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 0 ]
,[ 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ]
];
Ifwe create atile map like the above, it will result inamap that looks like Figure 8-13 ,which
shows the output from the new, larger tile map that will be generated from this data.
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