A* Path Finding for Defold Engine

Human Trials

This is a path finder and A* solver (astar or a-star) native extension for Defold Engine build on MicroPather.

Defold Asset Portal
Github
Simple Examples

Installation

You can use the A* extension in your own project by adding this project as a Defold library dependency.
Open your game.project file and in the dependencies field under project add:

https://github.com/selimanac/defold-astar/archive/master.zip

Examples

https://github.com/selimanac/defold-astar-examples

API

astar.setup(map_width, map_height, direction, allocate, typical_adjacent, cache)

map_width

Width of your map. This is generally width of your tilemap.

map_height

Height of your map. This is generally width of your tilemap.

direction

Movement direction. You have two options:
astar.DIRECTION_FOUR: On a square grid that allows 4 directions of movement using Manhattan distance
astar.DIRECTION_EIGHT: On a square grid that allows 8 directions of movement using Euclidean distance

allocate

How many states should be internally allocated at a time. This can be hard to get correct. The higher the value, the more memory Patfinder will use.

  • If you have a small map (a few thousand states?) it may make sense to pass in the maximum value. This will cache everything, and MicroPather will only need one main memory allocation. For a chess board, allocate would be set to 8x8 (64)
  • If your map is large, something like 1/4 the number of possible states is good.
  • If your state space is huge, use a multiple (5-10x) of the normal path. “Occasionally” call astar.reset_cache() to free unused memory.
typical_adjacent

Used to determine cache size. The typical number of adjacent states to a given state. (On a chessboard, 8.) Higher values use a little more memory.

cache

Turn on path caching. Uses more memory (yet again) but at a huge speed advantage if you may call the pather with the same path or sub-path, which is common for pathing over maps in games.

local map_width = 5
local map_height = 5
local direction = astar.DIRECTION_EIGHT
local allocate = map_width * map_height
local typical_adjacent = 8
local cache = true

astar.setup(map_width, map_height, direction, allocate, typical_adjacent, cache)

astar.set_map(world)

Set your map data.
*Setting new map data reset the current cache.

local world = {
2 ,2 ,0 ,1 ,0,
0 ,0 ,1 ,2 ,1,
0 ,0 ,2 ,0 ,0,
0 ,2 ,2 ,2 ,2,
2 ,1 ,1 ,0 ,1
}

astar.set_map(world)

astar.set_costs(costs)

Set costs for your walkable tiles on your world table. This table keys determines the walkable area. In this example only numbered “2” tiles are walkable.

Table’s sum must be the astar.DIRECTION_FOUR or astar.DIRECTION_EIGHT. In this example we want to move 8 direction.

*Setting new cost data reset the current cache.

local costs = {
    [2] = {
        1.0, -- E
        1.0, -- N
        1.0, -- W
        1.0, -- S
        1.41, -- NE
        1.41, -- NW
        1.41, -- SW
        1.41 -- SE
    }
}

astar.set_costs(costs)

astar.solve(start_x, start_y, end_x, end_y)

Solves the path.
Returns multiple values:

result

astar.SOLVED: Path solved
astar.NO_SOLUTION: Can’t find the path
astar.START_END_SAME: Start and End is the same

size

Size of the path.

total_cost

Total cost of the path

path

Table with x and y coordinates. First value is the given start point.

local start_x = 1
local start_y = 1
local end_x = 3
local end_y = 3

local result, size, total_cost, path = astar.solve(start_x, start_y, end_x, end_y)

if result == astar.SOLVED then
	print("SOLVED")
	for i, v in ipairs(path) do
		print("Tile: ", v.x .. "-" .. v.y)
	end
elseif result == astar.NO_SOLUTION then
	print("NO_SOLUTION")
elseif result == astar.START_END_SAME then
	print("START_END_SAME")
end

astar.solve_near(start_x, start_y, max_cost)

Finds the neighbours according to given cost.
Returns multiple values:

near_result

astar.SOLVED: Path solved
astar.NO_SOLUTION: Can’t find the path
astar.START_END_SAME: Start and End is the same

near_size

Size of the found neighbours.

nears

Table with x and y coordinates. First value is the given start point.

local start_x = 1
local start_y = 1
local max_cost = 3.0 -- near

local near_result, near_size, nears = astar.solve_near(start_x, start_y, max_cost)

if near_result == astar.SOLVED then
	print("SOLVED")
	for i, v in ipairs(nears) do
		print("Tile: ", v.x .. "-" .. v.y)
	end
elseif near_result == astar.NO_SOLUTION then
	print("NO_SOLUTION")
elseif near_result == astar.START_END_SAME then
	print("START_END_SAME")
end

astar.reset_cache()

If your state space is huge, occasionally call astar.reset_cache() to free unused memory.