#pragma once
#include <vector>
#include <iostream>
#include "Enemy.h"
#include "Vector2D.h"
#define TILE_SIZE 20
#define MAP_WIDTH 800/TILE_SIZE
#define MAP_HEIGHT 600/TILE_SIZE
//http://www.policyalmanac.org/games/aStarTutorial.htmusingnamespace std;
struct CGrid
{
Vector2D Position;
bool Empty;
// Heuristic values
int F;
int G,H;
};
class CPathfinder
{
public:
CPathfinder(void);
~CPathfinder(void);
CGrid World_Map[MAP_WIDTH][MAP_HEIGHT];
CGrid End_Point_Grid;
void Process (void); // find out which grid to go
void MoveToGrid (CEnemy Enemy_Obj); // go to grid
// open list is a list for nodes to be considered
vector<Vector2D> Open_List;
// closed list is the list where the nodes are thrown into after being considered in open list
vector<Vector2D> Closed_List;
private:
Vector2D EndPoint;
};
So I'm having problem in how to calculate which grid to go to. Cause once i have a list of Positions to go to, i dont think i should have a problem.
So I was just wondering if anyone know of any links that is useful in helping me to do pathfinding algorithm because the links I found were either too vague or too hard for me to understand. Or is anyone willing to give me the algorithm.