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paths

paths

GoDocs

What is paths?

paths is a pathfinding library written in Golang created mainly for video games. Its main feature is simple best-first and shortest-cost path finding.

Why is it called that?

Because I finally learned how to spell.

Why did you create paths?

Because I needed to do pathfinding for a game and couldn't really find any pre-made Golang libraries that seemed to do this, so... Yet again, here we are.

How do I install it?

Just go get it and import it in your game application.

go get github.com/SolarLune/paths

How do I use it?

paths is based around defining a Grid, which consists of a series of Cells. Each Cell occupies a single X and Y position in space, and has a couple of properties that influence pathfinding, which are Cost and Walkability. If a Cell isn't walkable, then it is considered an obstacle that paths created using the Grid must circumvent. All Cells default to a Cost of 1, but that can be changed as necessary. If a Cell has a higher Cost, then path finding will generally use that Cell later when creating a Path. This means that a Cell's cost has a direct link to how "desirable" the Cell is when generating a path.

import "github.com/SolarLune/paths"

func Init() {

    // This line creates a new Grid, comprised of Cells. The size is 10x10. By default, all Cells are 
    // walkable and have a cost of 1, and a blank character of ' '.
    firstMap = paths.NewGrid(10, 10)
    
    // You can also create the Grid from an array of strings (which are interpreted as arrays of runes), if 
    // you already have it:
    layout := []string{
        "xxxxxxxxxx",
        "x        x",
        "x xxxxxx x",
        "x xg   x x",
        "x xgxx x x",
        "x gggx x x",
        "x xxxx   x",
        "x  xgg x x",
        "xg ggx x x",
        "xxxxxxxxxx",
    }

    secondMap := paths.NewGridFromStringArrays(layout)

    // After creating the Grid, you can edit it using the Grid's functions. Note that here, we're using 'x' 
    // to get Cells that have the rune for the lowercase x character 'x', not the string "x".
    for _, cell := range secondMap.GetCellsByRune('x') {
        cell.Walkable = false
    }

    for _, goop := range secondMap.GetCellsByRune('g') {
        goop.Cost = 5
    }

    // This gets a new Path (a slice of Cells) from the starting Cell to the destination Cell. If the path's length
    // is greater than 0, then it was successful.
    path := GameMap.GetPath(GameMap.Get(1, 1), GameMap.Get(6, 3))

    // And that's it!

}

And that's about it! If you want to see more info or examples, feel free to examine the main.go and world.go tests to see how the test is set up.

You can check out the GoDoc link here, as well.

You can also run the example by installing SDL with the instructions here and then:

$ cd ./example
$ go run ./

Dependencies?

For the actual package, there are no external dependencies.

For the tests, paths requires veandco's sdl2 port to create the window, handle input, and draw the shapes and text.

Shout-out Time!

Props to whoever made arcadepi.ttf! It's a nice font.

Thanks a lot to the SDL2 team for development.

Thanks to veandco for maintaining the Golang SDL2 port, as well!

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paths is a pathfinding library written in Golang for use with games.

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