AStar-TypeScript is an A-star pathfinding API written in TypeScript to use for your HTML5 games or other browser-based projects.
This library was influenced and inspired by @qioa - PathFinding.js, @bgrins - javascript-astar, @prettymuchbryce - easystarjs and @redblobgames.
Whether you use this project, have learned something from it, or just like it, please consider supporting it by buying me a coffee.
Select a folder, navigate to it, and clone this repository with this command-line:
git clone https://github.com/digitsensitive/astar-typescript.git
Install the dependencies:
yarn install
Run the live example:
yarn run-example
yarn add astar-typescript
npm install astar-typescript --save
bower install astar-typescript --save
import { AStarFinder } from 'astar-typescript';
let AStarFinder = require('astar-typescript');
define(function (require, exports, module) {
let AStarFinder = require('astar-typescript');
});
Create an astar instance:
private aStarInstance: AStarFinder;
Load grid data:
Using an array (hardcoded or from a Tilemap-Editor)
0 = walkable 1 = not walkable
let myMatrix = [
[0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 1],
[0, 0, 1, 1, 0, 1, 1, 0],
[0, 0, 1, 0, 0, 0, 1, 0],
[0, 0, 0, 0, 0, 0, 1, 0],
[1, 1, 1, 0, 1, 0, 1, 0],
[0, 0, 0, 0, 1, 0, 1, 0],
[0, 0, 1, 0, 0, 0, 0, 0]
];
this.aStarInstance = new AStarFinder({
grid: {
matrix: myMatrix
}
});
or randomly generated array from width and height
this.aStarInstance = new AStarFinder({
grid: {
width: 8,
height: 8
}
});
Get the path:
let startPos = { x: 0, y: 0 };
let goalPos = { x: 4, y: 5 };
let myPathway = this.aStarInstance.findPath(startPos, goalPos);
Additional parameters may be passed to adapt your finder.
If you want to disable diagonal movements
:
this.aStarInstance = new AStarFinder({
grid: {
width: 8,
height: 8
},
diagonalAllowed: false
});
Set the heuristic function
(Manhattan, Euclidean, Chebyshev or Octile):
this.aStarInstance = new AStarFinder({
grid: {
width: 8,
height: 8
},
heuristic: 'Manhattan'
});
It is possible to adjust the weight
of the heuristic function.
For example if you use 0, every heuristic function will return zero.
That is how you can turn A* into Dijkstra’s Algorithm.
Depending on the weight
value you can decide if you prefer speed or accuracy.
The lower the weight
is, the lower will the heuristic function get, which will
make the A* slower.
this.aStarInstance = new AStarFinder({
grid: {
width: 8,
height: 8
},
weight: 0.7
});
Include or Exclude the start and end node
:
this.aStarInstance = new AStarFinder({
grid: {
width: 8,
height: 8
},
includeStartNode: true,
includeEndNode: true
});
this.aStarInstance = new AStarFinder({
grid: {
width: 8,
height: 8
},
allowPathAsCloseAsPossible: true
});
This library uses Prettier.
The configuration used can be seen in the .prettierrc
file.
More informations about the format options can be found here.
Copyright (c) 2017 - 2023 digitsensitive digit.sensitivee@gmail.com
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.