Repository files navigation

PathFinding.js

A comprehensive path-finding library in javascript.

Introduction

The aim of this project is to provide a path-finding library that can be easily incorporated into web games. It may run on Node.js or the browser.

It comes along with an online demo to show how the algorithms execute.

Server

If you want to use it in Node.js, you may install it via npm.

npm install pathfinding

Then, in your program:

varPF=require('pathfinding');

Now skip to the Basic Usage section of this readme.

Browser

Download the minified js file and include it in your web page.

<scripttype="text/javascript" src="./pathfinding-browser.js"></script>

Basic Usage

To build a grid-map of width 5 and height 3:

vargrid=newPF.Grid(5,3);

By default, all the nodes in the grid will be able to be walked through. To set whether a node at a given coordinate is walkable or not, use the setWalkableAt method.

For example, to set the node at (0, 1) to be un-walkable, where 0 is the x coordinate (from left to right), and 1 is the y coordinate (from up to down):

grid.setWalkableAt(0,1,false);

You may also pass in a matrix while instantiating the PF.Grid class. It will initiate all the nodes in the grid with the same walkability indicated by the matrix. 0 for walkable while 1 for blocked.

varmatrix=[[0,0,0,1,0],[1,0,0,0,1],[0,0,1,0,0],];vargrid=newPF.Grid(5,3,matrix);

Currently there are eight path-finders bundled in this library, namely:

  • AStarFinder *
  • BreadthFirstFinder *
  • BestFirstFinder
  • DijkstraFinder *
  • BiAStarFinder
  • BiBestFirstFinder
  • BiDijkstraFinder *
  • BiBreadthFirstFinder *

The suffix Bi for the last four finders in the above list stands for the bi-directional searching strategy.

Also, Note that only the finders with trailing asterisks are guaranteed to find the shortest path.

To build a path-finder, say, the AStarFinder:

varfinder=newPF.AStarFinder();

To find a path from (1, 2) to (4, 2), (Note: both the start point and end point should be walkable):

varpath=finder.findPath(1,2,4,2,grid);

path will be an array of coordinates including both the start and end positions.

For the matrix defined previously, the path will be:

[[1,2],[1,1],[2,1],[3,1],[3,2],[4,2]]

Be aware that grid will be modified in each path-finding, and will not be usable afterwards. If you want to use a single grid multiple times, create a clone for it before calling findPath.

vargridBackup=grid.clone();

Advanced Usage

When instantiating path-finders, you may pass in additional parameters to indicate which specific strategies to use.

For all path-finders, you may indicate whether diagonal movement is allowed. The default value is false, which means that the path can only go orthogonally.

In order to enable diagonal movement:

varfinder=newPF.AStarFinder({allowDiagonal: true});

For AStarFinder, BestFirstFinder and all their Bi relatives, you may indicate which heuristic function to use.

The predefined heuristics are PF.Heuristic.manhattan(defalut), PF.Heuristic.chebyshev and PF.Heuristic.euclidean.

To use the chebyshev heuristic:

varfinder=newPF.AStarFinder({heuristic: PF.Heuristic.chebyshev});

To build a BestFirstFinder with diagonal movement allowed and a custom heuristic function:

varfinder=newPF.BestFirstFinder({allowDiagonal: true,heuristic: function(dx,dy){returnMath.min(dx,dy);}});

License

This project is released under the MIT License .

About

A comprehensive path-finding library for grid based games

Resources

Stars

1 star

Watchers

1 watching

Forks

Releases

Packages

Contributors

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
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Repository files navigation

PathFinding.js

A comprehensive path-finding library in javascript.

Introduction

The aim of this project is to provide a path-finding library that can be easily incorporated into web games. It may run on Node.js or the browser.

It comes along with an online demo to show how the algorithms execute.

Server

If you want to use it in Node.js, you may install it via npm.

npm install pathfinding

Then, in your program:

varPF=require('pathfinding');

Now skip to the Basic Usage section of this readme.

Browser

Download the minified js file and include it in your web page.

<scripttype="text/javascript" src="./pathfinding-browser.js"></script>

Basic Usage

To build a grid-map of width 5 and height 3:

vargrid=newPF.Grid(5,3);

By default, all the nodes in the grid will be able to be walked through. To set whether a node at a given coordinate is walkable or not, use the setWalkableAt method.

For example, to set the node at (0, 1) to be un-walkable, where 0 is the x coordinate (from left to right), and 1 is the y coordinate (from up to down):

grid.setWalkableAt(0,1,false);

You may also pass in a matrix while instantiating the PF.Grid class. It will initiate all the nodes in the grid with the same walkability indicated by the matrix. 0 for walkable while 1 for blocked.

varmatrix=[[0,0,0,1,0],[1,0,0,0,1],[0,0,1,0,0],];vargrid=newPF.Grid(5,3,matrix);

Currently there are eight path-finders bundled in this library, namely:

  • AStarFinder *
  • BreadthFirstFinder *
  • BestFirstFinder
  • DijkstraFinder *
  • BiAStarFinder
  • BiBestFirstFinder
  • BiDijkstraFinder *
  • BiBreadthFirstFinder *

The suffix Bi for the last four finders in the above list stands for the bi-directional searching strategy.

Also, Note that only the finders with trailing asterisks are guaranteed to find the shortest path.

To build a path-finder, say, the AStarFinder:

varfinder=newPF.AStarFinder();

To find a path from (1, 2) to (4, 2), (Note: both the start point and end point should be walkable):

varpath=finder.findPath(1,2,4,2,grid);

path will be an array of coordinates including both the start and end positions.

For the matrix defined previously, the path will be:

[[1,2],[1,1],[2,1],[3,1],[3,2],[4,2]]

Be aware that grid will be modified in each path-finding, and will not be usable afterwards. If you want to use a single grid multiple times, create a clone for it before calling findPath.

vargridBackup=grid.clone();

Advanced Usage

When instantiating path-finders, you may pass in additional parameters to indicate which specific strategies to use.

For all path-finders, you may indicate whether diagonal movement is allowed. The default value is false, which means that the path can only go orthogonally.

In order to enable diagonal movement:

varfinder=newPF.AStarFinder({allowDiagonal: true});

For AStarFinder, BestFirstFinder and all their Bi relatives, you may indicate which heuristic function to use.

The predefined heuristics are PF.Heuristic.manhattan(defalut), PF.Heuristic.chebyshev and PF.Heuristic.euclidean.

To use the chebyshev heuristic:

varfinder=newPF.AStarFinder({heuristic: PF.Heuristic.chebyshev});

To build a BestFirstFinder with diagonal movement allowed and a custom heuristic function:

varfinder=newPF.BestFirstFinder({allowDiagonal: true,heuristic: function(dx,dy){returnMath.min(dx,dy);}});

License

This project is released under the MIT License .

About

A comprehensive path-finding library for grid based games

Resources

Stars

1 star

Watchers

1 watching

Forks

Releases

Packages

Contributors

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

PathFinding.js

A comprehensive path-finding library in javascript.

Introduction

The aim of this project is to provide a path-finding library that can be easily incorporated into web games. It may run on Node.js or the browser.

It comes along with an online demo to show how the algorithms execute.

Server

If you want to use it in Node.js, you may install it via npm.

npm install pathfinding

Then, in your program:

varPF=require('pathfinding');

Now skip to the Basic Usage section of this readme.

Browser

Download the minified js file and include it in your web page.

<scripttype="text/javascript" src="./pathfinding-browser.js"></script>

Basic Usage

To build a grid-map of width 5 and height 3:

vargrid=newPF.Grid(5,3);

By default, all the nodes in the grid will be able to be walked through. To set whether a node at a given coordinate is walkable or not, use the setWalkableAt method.

For example, to set the node at (0, 1) to be un-walkable, where 0 is the x coordinate (from left to right), and 1 is the y coordinate (from up to down):

grid.setWalkableAt(0,1,false);

You may also pass in a matrix while instantiating the PF.Grid class. It will initiate all the nodes in the grid with the same walkability indicated by the matrix. 0 for walkable while 1 for blocked.

varmatrix=[[0,0,0,1,0],[1,0,0,0,1],[0,0,1,0,0],];vargrid=newPF.Grid(5,3,matrix);

Currently there are eight path-finders bundled in this library, namely:

  • AStarFinder *
  • BreadthFirstFinder *
  • BestFirstFinder
  • DijkstraFinder *
  • BiAStarFinder
  • BiBestFirstFinder
  • BiDijkstraFinder *
  • BiBreadthFirstFinder *

The suffix Bi for the last four finders in the above list stands for the bi-directional searching strategy.

Also, Note that only the finders with trailing asterisks are guaranteed to find the shortest path.

To build a path-finder, say, the AStarFinder:

varfinder=newPF.AStarFinder();

To find a path from (1, 2) to (4, 2), (Note: both the start point and end point should be walkable):

varpath=finder.findPath(1,2,4,2,grid);

path will be an array of coordinates including both the start and end positions.

For the matrix defined previously, the path will be:

[[1,2],[1,1],[2,1],[3,1],[3,2],[4,2]]

Be aware that grid will be modified in each path-finding, and will not be usable afterwards. If you want to use a single grid multiple times, create a clone for it before calling findPath.

vargridBackup=grid.clone();

Advanced Usage

When instantiating path-finders, you may pass in additional parameters to indicate which specific strategies to use.

For all path-finders, you may indicate whether diagonal movement is allowed. The default value is false, which means that the path can only go orthogonally.

In order to enable diagonal movement:

varfinder=newPF.AStarFinder({allowDiagonal: true});

For AStarFinder, BestFirstFinder and all their Bi relatives, you may indicate which heuristic function to use.

The predefined heuristics are PF.Heuristic.manhattan(defalut), PF.Heuristic.chebyshev and PF.Heuristic.euclidean.

To use the chebyshev heuristic:

varfinder=newPF.AStarFinder({heuristic: PF.Heuristic.chebyshev});

To build a BestFirstFinder with diagonal movement allowed and a custom heuristic function:

varfinder=newPF.BestFirstFinder({allowDiagonal: true,heuristic: function(dx,dy){returnMath.min(dx,dy);}});

License

This project is released under the MIT License .

About

A comprehensive path-finding library for grid based games

Resources

Stars

1 star

Watchers

1 watching

Forks

Releases

Packages

Contributors

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

PathFinding.js

A comprehensive path-finding library in javascript.

Introduction

The aim of this project is to provide a path-finding library that can be easily incorporated into web games. It may run on Node.js or the browser.

It comes along with an online demo to show how the algorithms execute.

Server

If you want to use it in Node.js, you may install it via npm.

npm install pathfinding

Then, in your program:

varPF=require('pathfinding');

Now skip to the Basic Usage section of this readme.

Browser

Download the minified js file and include it in your web page.

<scripttype="text/javascript" src="./pathfinding-browser.js"></script>

Basic Usage

To build a grid-map of width 5 and height 3:

vargrid=newPF.Grid(5,3);

By default, all the nodes in the grid will be able to be walked through. To set whether a node at a given coordinate is walkable or not, use the setWalkableAt method.

For example, to set the node at (0, 1) to be un-walkable, where 0 is the x coordinate (from left to right), and 1 is the y coordinate (from up to down):

grid.setWalkableAt(0,1,false);

You may also pass in a matrix while instantiating the PF.Grid class. It will initiate all the nodes in the grid with the same walkability indicated by the matrix. 0 for walkable while 1 for blocked.

varmatrix=[[0,0,0,1,0],[1,0,0,0,1],[0,0,1,0,0],];vargrid=newPF.Grid(5,3,matrix);

Currently there are eight path-finders bundled in this library, namely:

  • AStarFinder *
  • BreadthFirstFinder *
  • BestFirstFinder
  • DijkstraFinder *
  • BiAStarFinder
  • BiBestFirstFinder
  • BiDijkstraFinder *
  • BiBreadthFirstFinder *

The suffix Bi for the last four finders in the above list stands for the bi-directional searching strategy.

Also, Note that only the finders with trailing asterisks are guaranteed to find the shortest path.

To build a path-finder, say, the AStarFinder:

varfinder=newPF.AStarFinder();

To find a path from (1, 2) to (4, 2), (Note: both the start point and end point should be walkable):

varpath=finder.findPath(1,2,4,2,grid);

path will be an array of coordinates including both the start and end positions.

For the matrix defined previously, the path will be:

[[1,2],[1,1],[2,1],[3,1],[3,2],[4,2]]

Be aware that grid will be modified in each path-finding, and will not be usable afterwards. If you want to use a single grid multiple times, create a clone for it before calling findPath.

vargridBackup=grid.clone();

Advanced Usage

When instantiating path-finders, you may pass in additional parameters to indicate which specific strategies to use.

For all path-finders, you may indicate whether diagonal movement is allowed. The default value is false, which means that the path can only go orthogonally.

In order to enable diagonal movement:

varfinder=newPF.AStarFinder({allowDiagonal: true});

For AStarFinder, BestFirstFinder and all their Bi relatives, you may indicate which heuristic function to use.

The predefined heuristics are PF.Heuristic.manhattan(defalut), PF.Heuristic.chebyshev and PF.Heuristic.euclidean.

To use the chebyshev heuristic:

varfinder=newPF.AStarFinder({heuristic: PF.Heuristic.chebyshev});

To build a BestFirstFinder with diagonal movement allowed and a custom heuristic function:

varfinder=newPF.BestFirstFinder({allowDiagonal: true,heuristic: function(dx,dy){returnMath.min(dx,dy);}});

License

This project is released under the MIT License .

About

A comprehensive path-finding library for grid based games

Resources

Stars

1 star

Watchers

1 watching

Forks

Releases

Packages

Contributors

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content

Repository files navigation

PathFinding.js

A comprehensive path-finding library in javascript.

Introduction

The aim of this project is to provide a path-finding library that can be easily incorporated into web games. It may run on Node.js or the browser.

It comes along with an online demo to show how the algorithms execute.

Server

If you want to use it in Node.js, you may install it via npm.

npm install pathfinding

Then, in your program:

varPF=require('pathfinding');

Now skip to the Basic Usage section of this readme.

Browser

Download the minified js file and include it in your web page.

<scripttype="text/javascript" src="./pathfinding-browser.js"></script>

Basic Usage

To build a grid-map of width 5 and height 3:

vargrid=newPF.Grid(5,3);

By default, all the nodes in the grid will be able to be walked through. To set whether a node at a given coordinate is walkable or not, use the setWalkableAt method.

For example, to set the node at (0, 1) to be un-walkable, where 0 is the x coordinate (from left to right), and 1 is the y coordinate (from up to down):

grid.setWalkableAt(0,1,false);

You may also pass in a matrix while instantiating the PF.Grid class. It will initiate all the nodes in the grid with the same walkability indicated by the matrix. 0 for walkable while 1 for blocked.

varmatrix=[[0,0,0,1,0],[1,0,0,0,1],[0,0,1,0,0],];vargrid=newPF.Grid(5,3,matrix);

Currently there are eight path-finders bundled in this library, namely:

  • AStarFinder *
  • BreadthFirstFinder *
  • BestFirstFinder
  • DijkstraFinder *
  • BiAStarFinder
  • BiBestFirstFinder
  • BiDijkstraFinder *
  • BiBreadthFirstFinder *

The suffix Bi for the last four finders in the above list stands for the bi-directional searching strategy.

Also, Note that only the finders with trailing asterisks are guaranteed to find the shortest path.

To build a path-finder, say, the AStarFinder:

varfinder=newPF.AStarFinder();

To find a path from (1, 2) to (4, 2), (Note: both the start point and end point should be walkable):

varpath=finder.findPath(1,2,4,2,grid);

path will be an array of coordinates including both the start and end positions.

For the matrix defined previously, the path will be:

[[1,2],[1,1],[2,1],[3,1],[3,2],[4,2]]

Be aware that grid will be modified in each path-finding, and will not be usable afterwards. If you want to use a single grid multiple times, create a clone for it before calling findPath.

vargridBackup=grid.clone();

Advanced Usage

When instantiating path-finders, you may pass in additional parameters to indicate which specific strategies to use.

For all path-finders, you may indicate whether diagonal movement is allowed. The default value is false, which means that the path can only go orthogonally.

In order to enable diagonal movement:

varfinder=newPF.AStarFinder({allowDiagonal: true});

For AStarFinder, BestFirstFinder and all their Bi relatives, you may indicate which heuristic function to use.

The predefined heuristics are PF.Heuristic.manhattan(defalut), PF.Heuristic.chebyshev and PF.Heuristic.euclidean.

To use the chebyshev heuristic:

varfinder=newPF.AStarFinder({heuristic: PF.Heuristic.chebyshev});

To build a BestFirstFinder with diagonal movement allowed and a custom heuristic function:

varfinder=newPF.BestFirstFinder({allowDiagonal: true,heuristic: function(dx,dy){returnMath.min(dx,dy);}});

License

This project is released under the MIT License .

About

A comprehensive path-finding library for grid based games

Resources

Stars

1 star

Watchers

1 watching

Forks

Releases

Packages

Contributors

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

PathFinding.js

A comprehensive path-finding library in javascript.

Introduction

The aim of this project is to provide a path-finding library that can be easily incorporated into web games. It may run on Node.js or the browser.

It comes along with an online demo to show how the algorithms execute.

Server

If you want to use it in Node.js, you may install it via npm.

npm install pathfinding

Then, in your program:

varPF=require('pathfinding');

Now skip to the Basic Usage section of this readme.

Browser

Download the minified js file and include it in your web page.

<scripttype="text/javascript" src="./pathfinding-browser.js"></script>

Basic Usage

To build a grid-map of width 5 and height 3:

vargrid=newPF.Grid(5,3);

By default, all the nodes in the grid will be able to be walked through. To set whether a node at a given coordinate is walkable or not, use the setWalkableAt method.

For example, to set the node at (0, 1) to be un-walkable, where 0 is the x coordinate (from left to right), and 1 is the y coordinate (from up to down):

grid.setWalkableAt(0,1,false);

You may also pass in a matrix while instantiating the PF.Grid class. It will initiate all the nodes in the grid with the same walkability indicated by the matrix. 0 for walkable while 1 for blocked.

varmatrix=[[0,0,0,1,0],[1,0,0,0,1],[0,0,1,0,0],];vargrid=newPF.Grid(5,3,matrix);

Currently there are eight path-finders bundled in this library, namely:

  • AStarFinder *
  • BreadthFirstFinder *
  • BestFirstFinder
  • DijkstraFinder *
  • BiAStarFinder
  • BiBestFirstFinder
  • BiDijkstraFinder *
  • BiBreadthFirstFinder *

The suffix Bi for the last four finders in the above list stands for the bi-directional searching strategy.

Also, Note that only the finders with trailing asterisks are guaranteed to find the shortest path.

To build a path-finder, say, the AStarFinder:

varfinder=newPF.AStarFinder();

To find a path from (1, 2) to (4, 2), (Note: both the start point and end point should be walkable):

varpath=finder.findPath(1,2,4,2,grid);

path will be an array of coordinates including both the start and end positions.

For the matrix defined previously, the path will be:

[[1,2],[1,1],[2,1],[3,1],[3,2],[4,2]]

Be aware that grid will be modified in each path-finding, and will not be usable afterwards. If you want to use a single grid multiple times, create a clone for it before calling findPath.

vargridBackup=grid.clone();

Advanced Usage

When instantiating path-finders, you may pass in additional parameters to indicate which specific strategies to use.

For all path-finders, you may indicate whether diagonal movement is allowed. The default value is false, which means that the path can only go orthogonally.

In order to enable diagonal movement:

varfinder=newPF.AStarFinder({allowDiagonal: true});

For AStarFinder, BestFirstFinder and all their Bi relatives, you may indicate which heuristic function to use.

The predefined heuristics are PF.Heuristic.manhattan(defalut), PF.Heuristic.chebyshev and PF.Heuristic.euclidean.

To use the chebyshev heuristic:

varfinder=newPF.AStarFinder({heuristic: PF.Heuristic.chebyshev});

To build a BestFirstFinder with diagonal movement allowed and a custom heuristic function:

varfinder=newPF.BestFirstFinder({allowDiagonal: true,heuristic: function(dx,dy){returnMath.min(dx,dy);}});

License

This project is released under the MIT License .

About

A comprehensive path-finding library for grid based games

Resources

Stars

1 star

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1 watching

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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PathFinding.js

A comprehensive path-finding library in javascript.

Introduction

The aim of this project is to provide a path-finding library that can be easily incorporated into web games. It may run on Node.js or the browser.

It comes along with an online demo to show how the algorithms execute.

Server

If you want to use it in Node.js, you may install it via npm.

npm install pathfinding

Then, in your program:

varPF=require('pathfinding');

Now skip to the Basic Usage section of this readme.

Browser

Download the minified js file and include it in your web page.

<scripttype="text/javascript" src="./pathfinding-browser.js"></script>

Basic Usage

To build a grid-map of width 5 and height 3:

vargrid=newPF.Grid(5,3);

By default, all the nodes in the grid will be able to be walked through. To set whether a node at a given coordinate is walkable or not, use the setWalkableAt method.

For example, to set the node at (0, 1) to be un-walkable, where 0 is the x coordinate (from left to right), and 1 is the y coordinate (from up to down):

grid.setWalkableAt(0,1,false);

You may also pass in a matrix while instantiating the PF.Grid class. It will initiate all the nodes in the grid with the same walkability indicated by the matrix. 0 for walkable while 1 for blocked.

varmatrix=[[0,0,0,1,0],[1,0,0,0,1],[0,0,1,0,0],];vargrid=newPF.Grid(5,3,matrix);

Currently there are eight path-finders bundled in this library, namely:

  • AStarFinder *
  • BreadthFirstFinder *
  • BestFirstFinder
  • DijkstraFinder *
  • BiAStarFinder
  • BiBestFirstFinder
  • BiDijkstraFinder *
  • BiBreadthFirstFinder *

The suffix Bi for the last four finders in the above list stands for the bi-directional searching strategy.

Also, Note that only the finders with trailing asterisks are guaranteed to find the shortest path.

To build a path-finder, say, the AStarFinder:

varfinder=newPF.AStarFinder();

To find a path from (1, 2) to (4, 2), (Note: both the start point and end point should be walkable):

varpath=finder.findPath(1,2,4,2,grid);

path will be an array of coordinates including both the start and end positions.

For the matrix defined previously, the path will be:

[[1,2],[1,1],[2,1],[3,1],[3,2],[4,2]]

Be aware that grid will be modified in each path-finding, and will not be usable afterwards. If you want to use a single grid multiple times, create a clone for it before calling findPath.

vargridBackup=grid.clone();

Advanced Usage

When instantiating path-finders, you may pass in additional parameters to indicate which specific strategies to use.

For all path-finders, you may indicate whether diagonal movement is allowed. The default value is false, which means that the path can only go orthogonally.

In order to enable diagonal movement:

varfinder=newPF.AStarFinder({allowDiagonal: true});

For AStarFinder, BestFirstFinder and all their Bi relatives, you may indicate which heuristic function to use.

The predefined heuristics are PF.Heuristic.manhattan(defalut), PF.Heuristic.chebyshev and PF.Heuristic.euclidean.

To use the chebyshev heuristic:

varfinder=newPF.AStarFinder({heuristic: PF.Heuristic.chebyshev});

To build a BestFirstFinder with diagonal movement allowed and a custom heuristic function:

varfinder=newPF.BestFirstFinder({allowDiagonal: true,heuristic: function(dx,dy){returnMath.min(dx,dy);}});

License

This project is released under the MIT License .

About

A comprehensive path-finding library for grid based games

Resources

Stars

1 star

Watchers

1 watching

Forks

Releases

Packages

Contributors

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
Skip to content

Repository files navigation

PathFinding.js

A comprehensive path-finding library in javascript.

Introduction

The aim of this project is to provide a path-finding library that can be easily incorporated into web games. It may run on Node.js or the browser.

It comes along with an online demo to show how the algorithms execute.

Server

If you want to use it in Node.js, you may install it via npm.

npm install pathfinding

Then, in your program:

varPF=require('pathfinding');

Now skip to the Basic Usage section of this readme.

Browser

Download the minified js file and include it in your web page.

<scripttype="text/javascript" src="./pathfinding-browser.js"></script>

Basic Usage

To build a grid-map of width 5 and height 3:

vargrid=newPF.Grid(5,3);

By default, all the nodes in the grid will be able to be walked through. To set whether a node at a given coordinate is walkable or not, use the setWalkableAt method.

For example, to set the node at (0, 1) to be un-walkable, where 0 is the x coordinate (from left to right), and 1 is the y coordinate (from up to down):

grid.setWalkableAt(0,1,false);

You may also pass in a matrix while instantiating the PF.Grid class. It will initiate all the nodes in the grid with the same walkability indicated by the matrix. 0 for walkable while 1 for blocked.

varmatrix=[[0,0,0,1,0],[1,0,0,0,1],[0,0,1,0,0],];vargrid=newPF.Grid(5,3,matrix);

Currently there are eight path-finders bundled in this library, namely:

  • AStarFinder *
  • BreadthFirstFinder *
  • BestFirstFinder
  • DijkstraFinder *
  • BiAStarFinder
  • BiBestFirstFinder
  • BiDijkstraFinder *
  • BiBreadthFirstFinder *

The suffix Bi for the last four finders in the above list stands for the bi-directional searching strategy.

Also, Note that only the finders with trailing asterisks are guaranteed to find the shortest path.

To build a path-finder, say, the AStarFinder:

varfinder=newPF.AStarFinder();

To find a path from (1, 2) to (4, 2), (Note: both the start point and end point should be walkable):

varpath=finder.findPath(1,2,4,2,grid);

path will be an array of coordinates including both the start and end positions.

For the matrix defined previously, the path will be:

[[1,2],[1,1],[2,1],[3,1],[3,2],[4,2]]

Be aware that grid will be modified in each path-finding, and will not be usable afterwards. If you want to use a single grid multiple times, create a clone for it before calling findPath.

vargridBackup=grid.clone();

Advanced Usage

When instantiating path-finders, you may pass in additional parameters to indicate which specific strategies to use.

For all path-finders, you may indicate whether diagonal movement is allowed. The default value is false, which means that the path can only go orthogonally.

In order to enable diagonal movement:

varfinder=newPF.AStarFinder({allowDiagonal: true});

For AStarFinder, BestFirstFinder and all their Bi relatives, you may indicate which heuristic function to use.

The predefined heuristics are PF.Heuristic.manhattan(defalut), PF.Heuristic.chebyshev and PF.Heuristic.euclidean.

To use the chebyshev heuristic:

varfinder=newPF.AStarFinder({heuristic: PF.Heuristic.chebyshev});

To build a BestFirstFinder with diagonal movement allowed and a custom heuristic function:

varfinder=newPF.BestFirstFinder({allowDiagonal: true,heuristic: function(dx,dy){returnMath.min(dx,dy);}});

License

This project is released under the MIT License .

About

A comprehensive path-finding library for grid based games

Resources

Stars

1 star

Watchers

1 watching

Forks

Releases

Packages

Contributors