A simple implementation of the astar pathfinding algorithm from red blob games.
In order to use the pathfinder you must have a path map for it to navigate. You can
define one by implementing the PathingMap
trait, or you can use the built-in
PathMap2d
.
use sark_pathfinding::*;
let mut map = PathMap2d::new([50,50]);
let mut pf = Pathfinder::new();
// Set position [5,4] of the path map to be a pathfinding obstacle.
map[5,4] = true;
let path = pf.astar(&map, [4,4], [10,10]).unwrap();
From the "terminal" example.