Implemt diddy PathFinding with TiledMapMonkey Forums/Monkey Beginners/Implemt diddy PathFinding with TiledMap
| Hi, |
I'm trying to implement the Diddy PathFinding module with my tiled map, but I'm not sure what to use here, to acces a map created in Tiled
PathFinder.SetMap(????, gameScreen.tilemap.width, gameScreen.tilemap.width, 2, 0)
I want to check all the tiles in my CollisionLayer,
I've tried things such as 'tilemap.tiles'
| Try this:|
Local layer:TileMapTileLayer = tileMap.FindLayerByName("COLLISION_LAYER") PathFinder.SetMap(layer.mapData.tiles, gameScreen.tilemap.width, gameScreen.tilemap.width, 2, 0)
Not tested though...
| Thanks, but that gives me the error|
"Error : Cannot convert from Int to Float."
I tried changing the pathFind Module to
Function SetMap:Void(arr:Int, width:Int, height:Int, diag:Int=1, random:Float=0) 'map = arr For Local i:Int = 0 To mapWidth For Local j:Int = 0 To mapHeight map[i*j]=arr[i*j] Next next mapWidth = width mapHeight = height diagonals = diag randomity = random End
but it seems to work only some of the time, but maybe that's a problem with my code.:-)
| Just committed a Tiled pathfinding example:|
| Thank you that's fantastic.|
I'm still learning, and Diddy is great, you should have a donate button!
| is there any easy way to get this working for more than one object?|
for example, I have an array of three enemies, and the pathfinding only seems to work for the last one in the array.
| I think you will need a path finding object per enemy. |