readme.txt

来自「游戏开发数据结构Data Structures for Game Program」· 文本 代码 · 共 23 行

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Data Structures For Game Programmers
Ron Penton
Graphical Demonstration 23-4
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This demonstration shows you how an A* pathfinder works.

- Move your mouse over the square where you want to place the starting point, 
  and press the S key on your keyboard.
- To place the goal on a square, press the G key on your keyboard.

- The box in the lower right corner of the screen shows you the current tile 
  that is selected. There are ten different tiles, ranging from white to black.
  The 0-9 buttons on the keyboard select the current tile. White (0) tiles have 
  a weight of 1, almost-black (8) tiles have a weight of 9, and totally black (9)
  tiles are walls that you cannot walk through. Once you select a tile to draw,
  click your mouse on the map, and it will draw the tile on the map.
  
- Click the "Go!" button to start the pathfinding.
- Click the Faster or Slower buttons to make the pathfinder search faster or
  slower.
- When the pathfinder completes, the path will be highlighted in red.
- Click the Clear button to clear the path once it is complete.

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