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Found 23 results

  1. I am making a top down zombie shooter and I am using the moveToObject function for the zombies to follow the player but as you can see, as soon as the player walks behind a wall the zombies get stuck. Is there an easy way to fix this issue?
  2. Navigation mesh generation inside the PlayCanvas editor in seconds and a 3D pathfinding runtime to animate any entity on a path. Get it here! Easily created navigation zones, find paths and animate your entities on them. Play with it on our playground here! Features: Navigation mesh generation inside the PlayCanvas Editor using Recast, all settings are exposed to tweak. The source .obj of each navigation mesh is added to your project. You can easily download and further edit it. Parse any number of selected entities or even the whole scene. Easily manag
  3. Good afternoon, I was hoping that the community could look over my code and see if something needs to be adjusted. I recently started learning Javascript and I just started learning Phaser and easystar yesterday so this might all look ridiculous. At the moment all I am trying to accomplish is pathfinding the way it is done in a point and click adventure game such as Monkey Island or Day of the Tentacle from Lucasarts. I am trying to achieve it much how AGS(Adventure Game Studio) allows the user to set it up. Basically, you import a room image and then you draw over the room with a chosen
  4. I'm considering using Behaviors (Phaser.Plugin.Behavior) for my game, so I'm trying to understand if player movement could/should be modeled as a behavior, even if entity movement is accomplished via pathfinding (say EasyStar.js). There's no physics, btw. So the basic idea is to use the the behavior's onUpdate method to do one of 3 things: 1) If path is not yet calculated, it will call the .calculate() method of EasyStar to advance the calculation processing 2) If the calculation is done, move the entity futher along the path, if not yet reached the target point 3) do noth
  5. Hi If anyone is interested I created a basic enemy path chase system. It may be of use to someone else trying to make one themselves or to create a better version of it. The basics of the sytem are quite simple (mainly 2 functions) - I created a map array and a group of enemies - In the update function I use the chaseMe() function for the enemies to use their "line of sight" to start the chase if the player isclose to the x and y on the stage - If the player escapes, there is a short timer that will move the enemy (moveMonster() function) in a random direction where it may "
  6. Hi everyone I'm implementing a 3d map with just some squares and I wanna know what's the best way to make a pathfinding algorithm between these squares... My first thought was loading a mesh with just the path, but i'm not sure what will i need to implement and what babylon already has. Can someone give me some tips? I already implemented the A*, but just with divs... Thanks in advance!
  7. Hi, i tried to create a simple game where u can move a player over a mesh with clicks. i browsed already the realted topics in this forum and took as much i could from there. the world should be a simple island and i took the rabbit from the samples as the player. all files here: https://www.dropbox.com/sh/9o3qq6zv2zt9qjc/AABZZrUQQ1dTYC3WA-xJPyv_a?dl=0%2C now there are few things i got to ask: 1. click to move: i tried few things to get the player turning to the click like e.g. in polycraft. best result was that the rabbit was always turning his back to the click XD 2. pathfinding: if
  8. Contrary to the name, I am finding Easystar.js to be intensely not-easy. I have created a tilemap in Tiled with: base, collision, and foreground layers. The collision layer consists of two tiles, a walkable (6669) and a non-walkable(540). I have set up easystar in my create and update loop as described in the docs (see below) but constantly get either "The path to the destination point was not found", or "Your start or end point is outside the scope of your grid.". current code: var level = map.layers[1].data; easystar = new EasyStar.js(); easystar.setGrid(l
  9. Twitter - Subreddit - Dev Blog - Discord Hello my name is Sam, I'm also the lead artist for Super Combat Squadron. We're a small indie dev team trying to put out a lightweight browser RTS. It's been just myself and one other programmer been developing the game for about a year now but, due to unforeseen circumstances, the lead programmer has had to take a step away from the project for personal reasons. I'm still in contact with him for help in the transitionary period but I'm looking to replace him on the team with some new programmers. Currently we just completed our first interna
  10. I'm developing point&click quest adventure (something like Machinarium) I have a background, for example, like on the bkg1.ipg I want to define some zone where the character can move. Example on bkg1-marked.jpg. Reaching the end of the red zone the character should stop. Also, it would be great to have ability to make it with some pathfinding like f.e. there are stairs on the background image and the character stays somewhere else on the "first floor". Player clicks on top of the stairs and the character goes there, according to the zone where he can walk Does Phaser ha
  11. Hello all, I'm having super hard time while trying to implement https://github.com/bgrins/javascript-astar to my testproject @ http://eljuko.com/pathfindingTest/ you can see the js source here http://eljuko.com/pathfindingTest/scripts/main.js I'm getting pretty frustrated with this since it "almost" works but not at all . So please help the stupid to right direction. known issues; - u can't click twice in the same spot. or ofc u can but it wont fire. - sometimes fails to create path - silly waypoints sometimes - grid in -90 degree angle?! EDIT: after few hours of more buttscratching,
  12. Hey guys! I make this zombie game: https://pietrzakacper.github.io/Project-Nostradamus/build/ As you can see on the demo, zombies do not react on each other. For now they have only set of predefined points that they should move on. I calculate path to each point using EasyStar.js. My question is, how should I manage zombies movement, so they won't block themselves. I tried updating grid for EasyStar with zombies positions and recalculating path every frame ( or every certain time ) but this didn't work. I thought of implementing Boids algorithm ( mainly separation rule ) but I am not
  13. I want to clone what this Russian guy achieved for my game exactly but the programmer says that its not physically possible to do anything other than A* based grid movement. It's incredibly frustrating because I've seen Atari games where entities on screen can pathfind around without the need of a grid but still colliding with each other and respecting collisions with the grid, and he hasn't been able to explain to me what's so hard about pathfinding that isn't A* based because I've seen a thousand games that do it before us no problem at all. Like, how do you program pathfinding and col
  14. So I kinda need a bit of help with pathfinding. I have been using the Easystar.js library as well as this pathfinding plugin for Phaser to do pathfinding for my topdown game. I ended up with this in my update function: testenemy.forEach(function(item) { //pathfinding portion let tilemap = teststageMap; pathfinder.setCallbackFunction(function(path) { item.path = path || []; for(i = 0; i < item.path.length; i++) { let goingX = item.path[i].x; let goingY = item.path[i].y; this.game.physics.arcade.moveToXY(item, goingX * 32, goingY * 32,
  15. I use easystarJS and the PhaserPlugin to generate coordinates for pathfinding. This works well and I've got an array called "Path" which contains every x/y coordinates that a sprite should be moved to. The pathfinding "Event" fires 1 time when clicking on a map layer. some code: this.findPathTo = function(tilex, tiley) { pathfinder.setCallbackFunction(function(path) { //callback with path var path = path; //path array with ever x / y coordinate for every tile to walk over for (var i = 0, ilen = path.length; i < ilen; i++){ var num = i;/* setTimeout(function(){/
  16. Hello people, I am making a little isometric game and I need to determine some range of movement. So I wanted to know if someone had a efficient way to get the positions of every tile that the player can reach. Here is a visual exemple of what I need. I've already have basic A* pathfinding. Thanks
  17. I'm using easystar plugin for phaser and there's something wrong about it. I don't know maybe my configurations is wrong, but i often get f*cked up path. Here's my config: easystar.enableDiagonals();easystar.disableCornerCutting();easystar.setGrid(grid);easystar.setAcceptableTiles([1]); grid: [ [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 ], [ 1, 1, 2, 1, 1, 1, 2, 1, 1, 1, 2, 1, 1, 1, 2, 1, 1, 1, 1, 1, 1 ], [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 ], [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 ], [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
  18. While using the AStar.js plugin (from the official Phaser plugin repository), I have been running into a strange bug. Whenever I try to find a path between any two points on my map, the findPath function returns a path of zero length every time. Even more odd, the path, regardless of where I set it to begin or end, always has a start point and goal of (32, 47). This point does exist on my map and is the closest walkable tile to the bottom-right of the map, but there appears to be nothing else of significance about it. It is never mentioned in my code; the number 47 does not even exist in any o
  19. My Litle Testing project of a tower defense game : This is my first experience with pixijs and to do a game .. http://js.aapvp.com/ In this project you have colision detection .. Path finding with https://github.com/qiao/PathFinding.js/ Its in 2d Bird View Well comment is welcome Feel Free to use code if needed !!
  20. So I'm trying to figure out pathfinding for my game which is a little different from your typical top-down tilemap game. The main difference is that sprites need to be able to walk around other sprites but the sprites themselves aren't confined to tiles. i.e. a sprite can be any width, any dimension and take up space on as many tiles based on its dimensions and position on the world map. This creates a unique problem because I cannot define tiles as walkable and non-walkable (and therefore, cannot use the famous pathfinding plugin for phaser) ... the sprites themselves need to be walkable an
  21. Hello everyone, I'm actually working on a Phaser Game. I'm already done a pathfinding for getting the path my soldier should take. Now I would like to make tweens for it and create a chained tween with each tile of the path. Every infos I found don't speak about creating a tween object. Like it we could add new steps to it and after assign it to a sprite for example and play it. Sorry for my english... (FrenchStyle ^^) github : GreG28
  22. Hi all, today y manage to make my little AI exercise to work, it's a classical path finding exercise using A* to solve, this is my first JS medium/heavy project and it can be improved A LOT mainly because I did the A star thing myself from scratch which was fun but hard. It needs some cool animations and player control improvements but if you run it and open the console you can see all the steps to solve it when I'm finished it will be on my website but for the time being here is the source code. If any one could check it out and tel me if something could get improved i will appreciate it
  23. Hi guys! I'm testing phaser for a small game that i'm doing. I noticed that there is no pathfinding implemented in phaser. Which libraries are you using for this? I've used "Pathfinding.js" in the past, but it requires a matrix grid. The data property in the tilemaps of phaser are stored in a single array, instead of a matrix. So using this library requires me to keep replicating the changes in the tilemap data property into a matrix. How can achieve this more easily?
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