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An asynchronous A* pathfinding API written in Javascript.

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When corner cutting is enabled it was still possible to cut corners of points to avoid. Checking `pointsToAvoid` in `isTileWalkable` prevents cutting through these corners. Not 100% sure if this...

I noticed in the findPath function the js will return if the endpoint isn't traversable. I'm interested in a state of affairs where a character might interact with a tile...

https://github.com/prettymuchbryce/easystarjs/blob/10615147add3af46f76a5d86ee7b7e7bebf83ac5/bower.json#L6 my bower install did not work, i needed to change this line to 0.4.4 Should we change this?

I'm following the tutorial listed [here](https://developer.tizen.org/community/tip-tech/using-easystar.js-implement-pathfinding-tizen-game-projects) Say we declare a level like this: ``` var level = [[0,0,1,0,0], [1,0,1,0,1], [0,0,1,0,0], [0,0,1,1,0], [0,0,0,0,0]]; ``` is it required that we then call...

![image](https://user-images.githubusercontent.com/34001318/132828866-dcd16489-76af-4dab-9965-ad3b0d945275.png)

Not sure if this is the most elegant approach, but is my attempt at 'Moving within range of target' https://github.com/prettymuchbryce/easystarjs/issues/75

If the values in the grid are modified between the function `easystar.setGrid(grid);` and the functions `easystar.findPath(...); easystar.calculate();` a "valid but not shortest" path is found. ### Code Example Using node.js:...

Would you recommend using this for a tactical rpg where: 1.) The amount of tiles player can move to are restricted by the amount of moves they have left. 2.)...

I'm looking to utilize easyStar to do 3D path finding for a game I'm making and am wondering if anyone has already done it?

In my game, I have two types of obstacles. Walls and Units/soldiers. Units can be diagonally crossed, but walls can't. So I have to implement my own `checkAdjacentNode` or `isTileWalkable`...