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arcade-tilemap-a-star's Issues

Cooperative pathing / city sim

From @darzu :
cooperative pathing: when several sprites of a destination with overlapping paths, they figure out how to move aside or pause to each other pass (hard problem; also we don’t generally have sprite “bumping” physics)

From @jwunderl :
I’m imagining we could even do something cute like make it so sprites follow on the side of the path if they’re not tile size, so you could have roads that little 8x8 cars could drive in both directions on, that would be an adorable little city building game

I’m imagining we could even do something cute like make it so sprites follow on the side of the path if they’re not tile size, so you could have roads that little 8x8 cars could drive in both directions on, that would be an adorable little city building game

an option to use a-star when telling a sprite to follow another sprite (instead of b-lining it, and easier than a game-update loop that constantly computes a new path)

From @riknoll:
https://github.com/riknoll/arcade-level-design-game/blob/master/enemy.ts#L214
the code is pretty simple, it just recalculates the paths in a background fiber. I trigger it whenever the target sprite moves outside of a given range (30 pixels in my case). Would definitely need to be tested on hardware because I expect a large tilemap or a lot of followers at the same time will be pretty slow. That might be fine though

query nearest point on path

Imagine a block that takes an x,y coordinate and returns the nearest x,y on the a-star path. This would be useful for things like constraining a sprite to the nearest point on a path.

Option for sprites following a path to not crowd the end

From @riknoll:
It would be awesome to have some sort of built-in behavior that stops the enemies from overlapping at their destinations. I think that’s never really desirable in the follow scenario.

Errr… I guess it is desirable if one sprite is chasing another. Would be a great option though!

Add option to path using "whitelist" instead of "blacklist"

I think it’d be neat if pathing could specify a set of tiles types that sprites could use (e.g. road tiles), instead of just “anything but walls”.

Essentially a “whitelist” of valid tiles (e.g. roads) instead of a “blacklist” of tiles to avoid (e.g. walls).

This decoupling with walls could be nice, because walls are used for many reasons. In one of my games I temporarily set a bunch of a walls, do the pathing, then unset those wall locations just so I can get pathing to work how I want.

General purpose heap

Since this is not specific to arcade, we should make sure this data structure works in microbit too. Maybe rename to

pxt-heap

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