restructuring and updating CMakeLists
This commit is contained in:
198
src/App.cpp
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198
src/App.cpp
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#include "App.h"
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#include <iostream>
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#include "Map.h"
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#include <chrono>
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#ifdef linux
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#elif defined _WIN32
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#elif defined TARGET_OS_MAC
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#endif
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// ========== Constructors =============
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App::App() {
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window = new sf::RenderWindow(sf::VideoMode(WINDOW_WIDTH, WINDOW_HEIGHT), "aStart Pathing Demo");
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}
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App::~App() { }
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// ========== Mutes =============
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void App::Init() {
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// Set up the background texture
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background_texture = new sf::Texture();
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background_texture->loadFromFile("../assets/background.png");
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backgroundSprite.setTexture(*background_texture);
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// Pixel array for drawing the tiles, explorer
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_pixelArray = new sf::Uint8[WINDOW_WIDTH * WINDOW_HEIGHT * 4];
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pixel_array_texture.create(WINDOW_WIDTH, WINDOW_HEIGHT);
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// Create the explorer, giving it a reference to the map data
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explorer = new Explorer(&map);
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}
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void App::Input() {
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while (window->pollEvent(event)) {
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if (event.type == sf::Event::Closed)
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window->close();
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// Set the destination
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if (sf::Mouse::isButtonPressed(sf::Mouse::Left)) {
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sf::Vector2i mouse_position = sf::Mouse::getPosition(*window);
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explorer->setDestination(sf::Vector2i(mouse_position.x/ 5, mouse_position.y/ 5));
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}
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if (event.type == sf::Event::KeyPressed) {
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if (event.key.code == sf::Keyboard::Q) {
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explorer->setDestination(sf::Vector2i(20, 20));
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}
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if (event.key.code == sf::Keyboard::W) {
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explorer->setDestination(sf::Vector2i(50, 50));
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}
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if (event.key.code == sf::Keyboard::E) {
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explorer->setDestination(sf::Vector2i(100, 12));
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}
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}
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}
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}
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void App::Update(double step_size) {
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Input();
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// Have the explorer go one move forward
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explorer->move();
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}
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void App::Render() {
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// HOUSEKEEPING
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// Get the physics fps for the last render cycle
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physics_fps = physics_frame_count * render_fps;
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// Frame time in seconds
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frame_time = delta_time * 1000;
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// And the render fps
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render_fps = 1000 / frame_time;
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// RENDERING
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// Clear and draw a fresh background
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window->clear(sf::Color::Blue);
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window->draw(backgroundSprite);
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// Clean up the pixel array and reset everything to 0's again
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for (int i = 0; i < WINDOW_WIDTH * WINDOW_HEIGHT * 4; i++) {
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_pixelArray[i] = 0;
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}
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// Color all the tiles
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for (int x = 0; x < Map::CELLS_WIDTH; x++) {
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for (int y = 0; y < Map::CELLS_HEIGHT; y++) {
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// Get the current cell position
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sf::Vector2i pos;
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pos.x = x;
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pos.y = y;
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// Use that to find the color of the tile at that position
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sf::Color thing = map.getTile(pos)->getColor();
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// Fill the 4x4 pixel area taken up by the cell
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for (int x2 = 1; x2 < 5; x2++) {
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for (int y2 = 1; y2 < 5; y2++) {
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int pixel_x = (x * 5) + x2;
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int pixel_y = (y * 5) + y2;
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_pixelArray[(pixel_y * WINDOW_WIDTH + pixel_x) * 4] = thing.r; // Red
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_pixelArray[(pixel_y * WINDOW_WIDTH + pixel_x) * 4 + 1] = thing.g; // Green
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_pixelArray[(pixel_y * WINDOW_WIDTH + pixel_x) * 4 + 2] = thing.b; // Blue
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_pixelArray[(pixel_y * WINDOW_WIDTH + pixel_x) * 4 + 3] = thing.a; // Alpha
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}
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}
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}
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}
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// Draw the explorer
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// Basically the same as above, fills 4x4 area where the explorer is located
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for (int x2 = 1; x2 < 5; x2++) {
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for (int y2 = 1; y2 < 5; y2++) {
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int pixel_x = (explorer->getPosition().x * 5) + x2;
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int pixel_y = (explorer->getPosition().y * 5) + y2;
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sf::Color color = explorer->getColor();
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_pixelArray[(pixel_y * WINDOW_WIDTH + pixel_x) * 4] = color.r; // Red
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_pixelArray[(pixel_y * WINDOW_WIDTH + pixel_x) * 4 + 1] = color.g; // Green
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_pixelArray[(pixel_y * WINDOW_WIDTH + pixel_x) * 4 + 2] = color.b; // Blue
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_pixelArray[(pixel_y * WINDOW_WIDTH + pixel_x) * 4 + 3] = color.a; // Alpha
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}
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}
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// Update and draw the pixel array
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pixel_array_texture.update(_pixelArray);
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pixel_array_sprite.setTexture(pixel_array_texture);
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window->draw(pixel_array_sprite);
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// Finish!
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window->display();
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}
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void App::Run() {
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Init();
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while (window->isOpen()) {
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// Time since app start
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elapsed_time = time();
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// Time between last frame start and this frame
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// 2 seconds = 30 seconds - 28 seconds
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delta_time = elapsed_time - current_time;
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current_time = elapsed_time;
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// Make sure we aren't taking too big of steps when lagging
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if (delta_time > 0.02f)
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delta_time = 0.02f;
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// Add the delta time to the leftover time from the last frame
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accumulator_time += delta_time;
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// While there is time left
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while ((accumulator_time - step_size) >= step_size) {
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// Take away the time we will be simulating
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accumulator_time -= step_size;
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// Update the game for the timestep
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Update(step_size);
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physics_frame_count++;
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}
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Render();
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}
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}
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float App::time() {
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static std::chrono::time_point<std::chrono::system_clock> start;
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static bool started = false;
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if (!started) {
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start = std::chrono::system_clock::now();
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started = true;
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}
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std::chrono::time_point<std::chrono::system_clock> now = std::chrono::system_clock::now();
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std::chrono::duration<double> elapsed_time = now - start;
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return static_cast<float>(elapsed_time.count());
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}
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91
src/Explorer.cpp
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91
src/Explorer.cpp
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@@ -0,0 +1,91 @@
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#include "Explorer.h"
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#include <iostream>
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#include "Pather.h"
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Explorer::Explorer(Map* map_) {
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color = sf::Color::Yellow;
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position = sf::Vector2i(6, 10);
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map = map_;
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}
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Explorer::~Explorer() {
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}
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sf::Vector2i Explorer::getPosition() {
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return position;
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}
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sf::Color Explorer::getColor() {
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return color;
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}
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void Explorer::setDestination(sf::Vector2i destination_) {
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// Call a* to get path
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plan(destination_);
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}
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bool Explorer::move() {
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// While there are moves for us to take
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if (!movement_stack.empty()) {
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bool valid = false; // If the next move is valid, collision
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int x = movement_stack.back();
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switch (x) {
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case 0: // North
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if (!map->getTile(position.x, position.y - 1)->isSolid()) { // If the tile isn't solid
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valid = true; // Set the move to valid
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position = sf::Vector2i(position.x, position.y - 1); // Update the Explorers position
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}
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break;
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case 1: // East
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if (!map->getTile(position.x + 1, position.y)->isSolid()) {
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valid = true;
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position = sf::Vector2i(position.x + 1, position.y);
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}
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break;
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case 2: // South
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if (!map->getTile(position.x, position.y + 1)->isSolid()) {
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valid = true;
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position = sf::Vector2i(position.x, position.y + 1);
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}
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break;
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case 3: // West
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if (!map->getTile(position.x - 1, position.y)->isSolid()) {
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valid = true;
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position = sf::Vector2i(position.x - 1, position.y);
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}
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break;
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}
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// If the path was blocked
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if (!valid) {
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std::cout << "Path blocked" << std::endl;
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// Flush the moves list
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while (!movement_stack.empty()) {
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movement_stack.pop_back();
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}
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return false;
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}
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// If everything went well, pop and return true
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movement_stack.pop_back();
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return true;
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}
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else
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return false;
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}
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bool Explorer::plan(sf::Vector2i destination_) {
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// Create a new pather with the map data
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Pather pather(map);
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// Get the movement list from the pather
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movement_stack = pather.getPathTo(position, destination_);
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return true;
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}
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79
src/Map.cpp
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79
src/Map.cpp
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@@ -0,0 +1,79 @@
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#include "Map.h"
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#include <stdlib.h>
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Map::Map() {
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Init();
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}
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Map::~Map() {
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}
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Tile* Map::getTile(sf::Vector2i position_) {
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// If the position is within bounds
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if (position_.x > CELLS_WIDTH || position_.x < 0
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|| position_.y > CELLS_HEIGHT || position_.y < 0) {
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return nullptr;
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}
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else
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// Return the value specified
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return tileArray[position_.x][position_.y];
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}
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bool Map::isTileSolid(sf::Vector2i position_) {
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// If the position is within bounds
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if (position_.x >= CELLS_WIDTH || position_.x < 0
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|| position_.y >= CELLS_HEIGHT || position_.y < 0) {
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return true; // If it isn't say that the tile is solid
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}
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else
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// Return whether the tile is solid
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return tileArray[position_.x][position_.y]->isSolid();
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}
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Tile* Map::getTile(int x_, int y_) {
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// If the position is within bounds
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if (x_ > CELLS_WIDTH || x_ < 0
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|| y_ > CELLS_HEIGHT || y_ < 0) {
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return nullptr;
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}
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else
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// Return the value specified
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return tileArray[x_][y_];
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}
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void Map::overwriteTile(sf::Vector2i position_, Tile* data) {
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// If the position is within bounds
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if (position_.x >= CELLS_WIDTH || position_.x < 0
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|| position_.y >= CELLS_HEIGHT || position_.y < 0) {
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return; // If it isn't just return
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}
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else { // If it is, then delete the old data, replace it with the new
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delete tileArray[position_.x][position_.y];
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tileArray[position_.x][position_.y] = data;
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}
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}
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void Map::Init() {
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// Fill up the map with a random scatter of solid and passable tiles
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int q;
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for (int x = 0; x < CELLS_WIDTH; x++) {
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for (int y = 0; y < CELLS_HEIGHT; y++) {
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q = rand() % 100;
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if (q > 65) {
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tileArray[x][y] = new Tile(true, 100.0, sf::Color::Cyan);
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}
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else {
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tileArray[x][y] = new Tile(false, 0.0, sf::Color::Red);
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}
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}
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}
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}
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125
src/Pather.cpp
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125
src/Pather.cpp
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@@ -0,0 +1,125 @@
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#include "Pather.h"
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#include <iostream>
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Pather::Pather(Map* map_) {
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map = map_;
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}
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Pather::~Pather() {
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}
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sf::Vector2i Pather::getEndNodePosition() {
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return end_node->getPosition();
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}
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node* Pather::getActiveNode() {
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return active_node;
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}
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std::deque<int> Pather::getPathTo(sf::Vector2i start, sf::Vector2i end) {
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// Clear the visited map of erroneous data
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for (int i = 0; i < Map::CELLS_WIDTH; i++) {
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for (int l = 0; l < Map::CELLS_HEIGHT; l++) {
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visited_map(i, l) = 0;
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}
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}
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// Place the start and end nodes
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start_node = new node(start, 7000, 0, nullptr, this);
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end_node = new node(end, 0, 0, nullptr, this);
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// Set the entry point, clean up any stray data from last run
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active_node = start_node;
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open_list.clear();
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closed_list.clear();
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// Seed for the loop, hueristic is intentionally high
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open_list.emplace(start_node, start_node->getHueristic());
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// Set up the early exit, and enter into the loop
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early_exit = false;
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path_list = loop();
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return path_list;
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}
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std::deque<int> Pather::loop() {
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while (!open_list.empty() && !early_exit) {
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if (closed_list.size() > 1000) { // Quits when the path gets to be over 1000 long, janky
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no_path = true; // Signal no path was found
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early_exit = true; // Break
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break;
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}
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// Check to see if we're at our destination, break if we are
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if (active_node->getPosition().x == end_node->getPosition().x && active_node->getPosition().y == end_node->getPosition().y) {
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early_exit = true;
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break;
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}
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// If we didn't get held up before, do a round of a*
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else {
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// Find the pair with the lowest hueristic
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std::pair<node*, double> bestMin(start_node, 10000); // Get a clean value for the comparison
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// Compare all the values in openList for the one with the smallest hueristic
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// O(n) complexity so it can get verrrrryyyy slow
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for (auto testMin: open_list) {
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if (bestMin.second >= testMin.second)
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bestMin = testMin;
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}
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// Set the new active node to the lowest hueristic that we found earlier
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active_node = bestMin.first;
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// Find the neighbors for that node
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active_node->getNewNeighbors();
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// Remove the active node from the openlist as you have visited it and called its neighbors
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open_list.erase(active_node);
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// Check to see if the node has already been added to the closed list, if not, add it
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if (closed_list.count(active_node) == 0) {
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closed_list.emplace(active_node, active_node->getHueristic());
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}
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}
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}
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// When we're done, get the return path
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std::deque<int> return_path = returnPath();
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if (no_path || return_path.empty()) { // If we had an error, display it
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return std::deque<int>();
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std::cout << " no return path " << std::endl;
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}
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return return_path;
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}
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std::deque<int> Pather::returnPath() {
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// Deque that will be returned
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std::deque<int> path;
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// Backtrack through the active_nodes, adding their cameFrom value to the deque
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while (active_node->getParent() != nullptr) {
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path.push_back(active_node->getCameFrom());
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node* parent = active_node->getParent();
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delete active_node;
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active_node = parent;
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}
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return path;
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}
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37
src/Tile.cpp
Normal file
37
src/Tile.cpp
Normal file
@@ -0,0 +1,37 @@
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#include "Tile.h"
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Tile::Tile(bool solid_, double movement_penalty_, sf::Color color_) {
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solid = solid_;
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movement_penalty = movement_penalty_;
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color = color_;
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}
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Tile::Tile() {
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solid = false;
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movement_penalty = 0.0;
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color = sf::Color::Red;
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}
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Tile::~Tile() {
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}
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bool Tile::isSolid() {
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return solid;
|
||||
}
|
||||
|
||||
double Tile::getPenalty() {
|
||||
return movement_penalty;
|
||||
}
|
||||
|
||||
sf::Color Tile::getColor() {
|
||||
return color;
|
||||
}
|
||||
|
||||
void Tile::Rewrite(bool solid_, double movement_penalty_, sf::Color color_) {
|
||||
solid = solid_;
|
||||
movement_penalty = movement_penalty_;
|
||||
color = color_;
|
||||
}
|
||||
12
src/main.cpp
Normal file
12
src/main.cpp
Normal file
@@ -0,0 +1,12 @@
|
||||
#include <SFML/Window.hpp>
|
||||
#include <SFML/Graphics.hpp>
|
||||
#include "App.h"
|
||||
|
||||
int main()
|
||||
{
|
||||
App app;
|
||||
app.Run();
|
||||
|
||||
return 0;
|
||||
|
||||
}
|
||||
110
src/node.cpp
Normal file
110
src/node.cpp
Normal file
@@ -0,0 +1,110 @@
|
||||
#include "Pather.h"
|
||||
|
||||
node::node(sf::Vector2i XY, double h, int cF, node* p, Pather* pather_) {
|
||||
position = XY;
|
||||
hueristic = h;
|
||||
came_from = cF;
|
||||
parent = p;
|
||||
pather = pather_;
|
||||
}
|
||||
node::node() {
|
||||
|
||||
}
|
||||
node::~node() {
|
||||
|
||||
}
|
||||
|
||||
void node::getNewNeighbors() {
|
||||
|
||||
// Get the end node position for calculating distance from end(hueristic)
|
||||
int x = pather->getEndNodePosition().x;
|
||||
int y = pather->getEndNodePosition().y;
|
||||
|
||||
sf::Vector2i dest0XY(position.x, position.y - 1); // North
|
||||
if (!pather->map->isTileSolid(dest0XY) && pather->visited_map(dest0XY.x, dest0XY.y) != 1) {
|
||||
// If so, find the distance between this node and the end node, the hueristic
|
||||
int tempx = (x - dest0XY.x);
|
||||
int tempy = (y - dest0XY.y);
|
||||
|
||||
// I think dv is the hueristic??
|
||||
double dv = sqrt((tempx * tempx) + (tempy * tempy));
|
||||
|
||||
double v = dv;
|
||||
|
||||
// Take that value and create a new node
|
||||
pather->open_list.emplace(new node(dest0XY, v, 0, pather->getActiveNode(), pather), v);
|
||||
|
||||
// Set that tile as visited so we don't get stuck in a loop
|
||||
pather->visited_map(dest0XY.x, dest0XY.y) = 1;
|
||||
}
|
||||
|
||||
sf::Vector2i dest1XY(position.x + 1, position.y); // East
|
||||
if (!pather->map->isTileSolid(dest1XY) && pather->visited_map(dest1XY.x, dest1XY.y) != 1) {
|
||||
// If so, find the distance between this node and the end node, the hueristic
|
||||
int tempx = (x - dest1XY.x);
|
||||
int tempy = (y - dest1XY.y);
|
||||
|
||||
// I think dv is the hueristic??
|
||||
double dv = sqrt((tempx * tempx) + (tempy * tempy));
|
||||
|
||||
double v = dv;
|
||||
|
||||
// Take that value and create a new node
|
||||
pather->open_list.emplace(new node(dest1XY, v, 1, pather->getActiveNode(), pather), v);
|
||||
|
||||
// Set that tile as visited so we don't get stuck in a loop
|
||||
pather->visited_map(dest1XY.x, dest1XY.y) = 1;
|
||||
}
|
||||
|
||||
sf::Vector2i dest2XY(position.x, position.y + 1); // South
|
||||
if (!pather->map->isTileSolid(dest2XY) && pather->visited_map(dest2XY.x, dest2XY.y) != 1) {
|
||||
// If so, find the distance between this node and the end node, the hueristic
|
||||
int tempx = (x - dest2XY.x);
|
||||
int tempy = (y - dest2XY.y);
|
||||
|
||||
// I think dv is the hueristic??
|
||||
double dv = sqrt((tempx * tempx) + (tempy * tempy));
|
||||
|
||||
double v = dv;
|
||||
|
||||
// Take that value and create a new node
|
||||
pather->open_list.emplace(new node(dest2XY, v, 2, pather->getActiveNode(), pather), v);
|
||||
|
||||
// Set that tile as visited so we don't get stuck in a loop
|
||||
pather->visited_map(dest2XY.x, dest2XY.y) = 1;
|
||||
}
|
||||
|
||||
sf::Vector2i dest3XY(position.x - 1, position.y); // West
|
||||
if (!pather->map->isTileSolid(dest3XY) && pather->visited_map(dest3XY.x, dest3XY.y) != 1) {
|
||||
// If so, find the distance between this node and the end node, the hueristic
|
||||
int tempx = (x - dest3XY.x);
|
||||
int tempy = (y - dest3XY.y);
|
||||
|
||||
// I think dv is the hueristic??
|
||||
double dv = sqrt((tempx * tempx) + (tempy * tempy));
|
||||
|
||||
double v = dv;
|
||||
|
||||
// Take that value and create a new node
|
||||
pather->open_list.emplace(new node(dest3XY, v, 3, pather->getActiveNode(), pather), v);
|
||||
|
||||
// Set that tile as visited so we don't get stuck in a loop
|
||||
pather->visited_map(dest3XY.x, dest3XY.y) = 1;
|
||||
}
|
||||
}
|
||||
|
||||
sf::Vector2i node::getPosition() {
|
||||
return position;
|
||||
}
|
||||
|
||||
node* node::getParent() {
|
||||
return parent;
|
||||
}
|
||||
|
||||
double node::getHueristic() {
|
||||
return hueristic;
|
||||
}
|
||||
|
||||
int node::getCameFrom() {
|
||||
return came_from;
|
||||
}
|
||||
Reference in New Issue
Block a user