iam trying to implement pathfinding algorithm using PATHFINDING.JS in 3D world using webgl.
iam have made a matrix of 200x200. and placed my enemy(swat) in it .iam confused in implmenting the path.
i have tried implementing the path by compparing the value of each array value with swat's position .
it works ! but **
THE ENEMY KEEPS GOING FROM THE UNWALKABLE AREA OF MY MATRIX....like the enemy should not move from 119,100(x=119,z=100) but its moving from that co-ordinate too .....
can any one help me out in this regard ..
*prob facing :* enemy (swat character keeps moving from the wall /unwalkable area)
wanted solution : enemy does not move from the unwalkable path..
**
function draw()
{
grid = new PF.Grid(200, 200);
grid.setWalkableAt( 119,100, false);
grid.setWalkableAt( 107,100, false);
grid.setWalkableAt( 103,104, false);
grid.setWalkableAt( 103,100, false);
grid.setWalkableAt( 135,100, false);
grid.setWalkableAt( 103,120, false);
grid.setWalkableAt( 103,112, false);
grid.setWalkableAt( 127,100, false);
grid.setWalkableAt( 123,100, false);
grid.setWalkableAt( 139,100, false);
grid.setWalkableAt( 103,124, false);
grid.setWalkableAt( 103,128, false);
grid.setWalkableAt( 115,100, false);
grid.setWalkableAt( 131,100, false);
grid.setWalkableAt( 103,116, false);
grid.setWalkableAt( 103,108, false);
grid.setWalkableAt( 111,100, false);
grid.setWalkableAt( 103,132, false);
finder = new PF.AStarFinder();
f1=Math.abs(first_person_controller.position.x);
f2=Math.abs(first_person_controller.position.z);
ff1=Math.round(f1);
ff2=Math.round(f2);
s1=Math.abs(swat.position.x);
s2=Math.abs(swat.position.z);
ss1=Math.round(s1);
ss2=Math.round(s1);
path = finder.findPath(ss1,ss2,ff1,ff2, grid);
size=path.length-1;
Ai();
}
function Ai(){
if (i<size)
{
if (swat.position.x >= path[i][0])
{
swat.position.x -= 0.3;
if(Math.floor(swat.position.x) == path[i][0])
{
i=i+1;
}
}
else if(swat.position.x <= path[i][0])
{
swat.position.x += 0.3;
if(Math.floor(swat.position.x) == path[i][0])
{
i=i+1;
}
}
}
if (j<size)
{
if((Math.abs(swat.position.z)) >= path[j][1])
{
swat.position.z -= 0.3;
if(Math.floor(Math.abs(swat.position.z)) == path[j][1])
{
j=j+1;
}
}
else if((Math.abs(swat.position.z)) <= path[j][1])
{
swat.position.z += 0.3;
if(Math.floor(Math.abs(swat.position.z)) == path[j][1])
{
j=j+1;
}
}
}
}