From: Matthias T. <mt...@gm...> - 2005-08-01 17:04:20
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Hi Loïc, nice to see you progressing in this issue. Look at http://sourceforge.net/tracker/index.php?func=detail&aid=1222022&group_id=1111&atid=101111 for the path tester. It was only a quick hack to understand A*, so all stuff is hardcoded, (blame on me ;) Regard Matthias Loïc Broquet schrieb: > Hello, > > I written some code to handle the nav points. > I'd like to have more precisions about the way they are used. I think > your swing-based test programme should be useful. ;o) > > Looking forward to hear from you ! > > Loïc > > Matthias Totz a écrit : > > >>Hi Loïc, >> >>nice to have you in the team. >> >>The A* stuff is easy, as Miguel said. >> >>Some background first: >>The relevant cvs-modules are marauroa and stendhal. Marauroa is the >>framework, stendhal is the game plugin, serverside and clientside. >>Stendhal stores the maps by writing the integer value of the tiles in >>the files (@see *.stend). More info about maps is in the wiki: >>http://arianne.sourceforge.net/wiki/index.php/HowToUseTiledToCreateStendhalMaps >> >> >>So first we (you if you want to) need to create another layer with >>navigation points and save these as [mapname]_navigation.stend (I >>think tiled is doing this automatically). >>The classes where these maps are loaded are >>- games.stendhal.server.StendhalRPWorld:79 and >>- games.stendhal.server.StendhalRPZone:227-254 >> >>So for example: Add a method 'addNavigationLayer(..)' and read the nav >>points in some array or list. These information will be considered >>when the cost for the path are calculated (Note that A* is already >>implemented and working, the deal is to cut the time to calc a path). >> >>Anyway, you're free how to do this... ;) >> >>I've created a (swing-based) test-programm to show what A* is doing. >>If you want it I'll send it to you (or better, attach it to the bug >>report). >> >>Regard >>Matthias > > > |