/Djmaps

Example of using Dijkstra Maps for NPC pathfinding in Roguelikes

Primary LanguageC++MIT LicenseMIT

Dijkstra Map Example.
(c) 2020 Max Goren
http://www.maxcodes.info
maxgoren@icloud.com

This is the accompanying code to make goblins move part one.
This code illustrates the fundamentals of making a flow 
field/influence map. It uses euclidean distance to assign
a value to each tile. 
Part two of making goblin moves
covers the basic of pathfinding algorithms - Breadth
First Search, Dijkstras Algorithm, and A*.

Part three revisits the concepts shown here and in part two
to create a "dijkstra map".

To compile:
g++ libBearLibTerminal.dylib dj.cpp -o djex

To run:
./djex


All code made Avaialble via MIT FOSSF License.
/*
Copyright (c) 2020 Max Goren 
maxgoren@icloud.com
http://www.maxcodes.info

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