I've made a pathfinder (A* ?), but i have problem with ClearList(). If i use it then the engine will "flicker", works-doesn't work-works-doesn't work-works-doesn't work (see function FindPath()). If i don't use the ClearList() it finds the path, but not the smartest way :P and with a "little" memory leak.
When i put the ClearList() in the beginning of the FindPath()function, et won't do anything at all.
The engine has only 4 function so it should be pretty user friendly and it works almost fine, but this little problem :( and i haven't finished the 3rd dimension support.
Example:
Engine:
When i put the ClearList() in the beginning of the FindPath()function, et won't do anything at all.
The engine has only 4 function so it should be pretty user friendly and it works almost fine, but this little problem :( and i haven't finished the 3rd dimension support.
Example:
SuperStrict Graphics(800, 600) SeedRnd(MilliSecs()) ' The engine file Include "pathfind.bmx" ' Create level Global map:Int[32, 32] For Local y:Int = 0 To 32 -1 For Local x:Int = 0 To 32 - 1 If Not Rand(0, 5) Then map[x, y] = PATH_ALL Next Next Global pathmap:TPathmap = CreatePathmap:TPathmap(32, 32) Global path:String = "" ' Copy level to pathmap For Local y:Long = 0 To 32 -1 For Local x:Long = 0 To 32 - 1 PathmapSlot(pathmap, map[x, y], x, y) Next Next While Not KeyHit(KEY_ESCAPE) Cls() ' Draw level For Local y:Int = 0 To 32 -1 For Local x:Int = 0 To 32 - 1 If CheckFlag(map[x, y], PATH_ALL) SetColor(255, 0, 0) Else SetColor(255, 255, 255) EndIf DrawRect(x * 10, y * 10, 10, 10) Next Next path = FindPath(pathmap, 0, 0, 0, MouseX() / 10, MouseY() / 10, 0) ' Draw the PATH If Len(path) > 0 SetColor(0, 0, 255) Local x:Long = 0, y:Long = 0 For Local i:Int = 1 To Len(path) DrawOval(x * 10, y * 10, 10, 10) Select Mid(path, i, 1) Case "1" y :- 1 Case "2" y :+ 1 Case "3" x :- 1 Case "4" x :+ 1 End Select Next EndIf Flip() Wend FreePathmap(pathmap)
Engine:
Const FLAG1:Int = $01 Const FLAG2:Int = $02 Const FLAG4:Int = $04 Const FLAG8:Int = $08 Const FLAG16:Int = $10 Const FLAG32:Int = $20 Const FLAG64:Int = $40 Const FLAG128:Int = $80 Function CheckFlag:Int(flags:Int, flag:Int) If flags & flag Then Return True Else Return False End Function Const PATH_TOP:Int = FLAG1 Const PATH_BOTTOM:Int = FLAG2 Const PATH_LEFT:Int = FLAG4 Const PATH_RIGHT:Int = FLAG8 Const PATH_UP:Int = FLAG16 Const PATH_DOWN:Int = FLAG32 Const PATH_ALL:Int = FLAG64 ' List used for path find Global pathmap_path_list:TList = CreateList() ' Pathmap type Type TPathmap Field width:Long, height:Long, depth:Long Field map:TBank End Type Type TPath Field x:Long, y:Long, z:Long Field path:String End Type ' Create a new pathmap Function CreatePathmap:TPathmap(width:Long, height:Long, depth:Long = 1) Local this:TPathmap = New TPathmap this.width = width this.height = height this.depth = depth this.map = CreateBank(this.width * this.height * this.depth) Return this End Function ' Insert flags to pathmap slot Function PathmapSlot(this:TPathmap, flags:Int, x:Long, y:Long, z:Long = 0) Local offset:Long = (z * this.width * this.height) + (y * this.width) + x PokeByte(this.map, offset, flags) End Function ' Search for a path within pathmap Function FindPath:String(this:TPathmap, x1:Long, y1:Long, z1:Long, x2:Long, y2:Long, z2:Long) Local offset:Long, offset_top:Long, offset_bottom:Long, offset_left:Long, offset_right:Long, offset_up:Long, offset_down:Long Local temp_bank:TBank = CreateBank(BankSize(this.map)) CopyBank(this.map, 0, temp_bank, 0, BankSize(this.map)) DrawText(pathmap_path_list.Count(), 500, 100) Local that:TPath = New TPath that.x = x1 that.y = y1 that.z = z1 that.path = "" ListAddLast(pathmap_path_list, that) For that:TPath = EachIn pathmap_path_list offset = (that.z * this.width * this.height) + (that.y * this.width) + that.x ' TOP If that.y - 1 > 0 offset_top = (that.z * this.width * this.height) + ((that.y - 1) * this.width) + that.x If Not CheckFlag(PeekByte(temp_bank, offset), PATH_TOP) And Not CheckFlag(PeekByte(temp_bank, offset_top), PATH_BOTTOM) And Not CheckFlag(PeekByte(temp_bank, offset_top), PATH_ALL) Local pth:TPath = New TPath pth.x = that.x pth.y = that.y - 1 pth.z = that.z pth.path = that.path + "1" ListAddLast(pathmap_path_list, pth) PokeByte(temp_bank, offset_top, PATH_ALL) EndIf EndIf ' LEFT If that.x - 1 > 0 offset_left = (that.z * this.width * this.height) + (that.y * this.width) + that.x - 1 If Not CheckFlag(PeekByte(temp_bank, offset), PATH_LEFT) And Not CheckFlag(PeekByte(temp_bank, offset_left), PATH_RIGHT) And Not CheckFlag(PeekByte(temp_bank, offset_left), PATH_ALL) Local pth:TPath = New TPath pth.x = that.x - 1 pth.y = that.y pth.z = that.z pth.path = that.path + "3" ListAddLast(pathmap_path_list, pth) PokeByte(temp_bank, offset_left, PATH_ALL) EndIf EndIf ' BOTTOM If that.y + 1 < this.height offset_bottom = (that.z * this.width * this.height) + ((that.y + 1) * this.width) + that.x If Not CheckFlag(PeekByte(temp_bank, offset), PATH_BOTTOM) And Not CheckFlag(PeekByte(temp_bank, offset_bottom), PATH_TOP) And Not CheckFlag(PeekByte(temp_bank, offset_bottom), PATH_ALL) Local pth:TPath = New TPath pth.x = that.x pth.y = that.y + 1 pth.z = that.z pth.path = that.path + "2" ListAddLast(pathmap_path_list, pth) PokeByte(temp_bank, offset_bottom, PATH_ALL) EndIf EndIf ' RIGHT If that.x + 1 < this.width offset_right = (that.z * this.width * this.height) + (that.y * this.width) + that.x + 1 If Not CheckFlag(PeekByte(temp_bank, offset), PATH_RIGHT) And Not CheckFlag(PeekByte(temp_bank, offset_right), PATH_LEFT) And Not CheckFlag(PeekByte(temp_bank, offset_right), PATH_ALL) Local pth:TPath = New TPath pth.x = that.x + 1 pth.y = that.y pth.z = that.z pth.path = that.path + "4" ListAddLast(pathmap_path_list, pth) PokeByte(temp_bank, offset_right, PATH_ALL) EndIf EndIf ' If the pathmap has 3 dimensions If this.depth > 1 If CheckFlag:Int(PeekByte(temp_bank, offset), PATH_RIGHT) EndIf If CheckFlag:Int(PeekByte(temp_bank, offset), PATH_RIGHT) EndIf EndIf ' CORRECT PATH FOUND If that.x = x2 And that.y = y2 And that.z = z2 Local path:String = that.path ClearList(pathmap_path_list) temp_bank = Null Return path EndIf ' Return false if there is no solution If ListIsEmpty(pathmap_path_list) Then temp_bank = Null Return "[ERROR]" EndIf ' Remove the parent ListRemove(pathmap_path_list, that) that = Null Next End Function ' Remove pathmap from memory Function FreePathmap(this:TPathmap) this.map = Null End Function