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Data Structures For Game Programmers
Ron Penton
Game Demonstration 23-1
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This demonstration shows how a heuristic pathfinder can accomplish more than
finding a shortest path. This example shows you how to use heuristics to
keep a player out of visibility.
- 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.
- Press the Spacebar on your keyboard to start pathfinding.
There are several types of tiles in this game:
Black: Wall, this cannot be walked through.
Grey: Paved road, very high chance of being seen.
Brown: Dirt road, high chance of being seen.
Light Green: Grassy plain, medium chance of being seen.
Medium Green: Light forest, low chance of being seen.
Dark Green: Dense forest, very low chance of being seen.
You will notice that the paths the AI finds tend to stick to the forests
whenever possible.
As an additional bonus, you can edit the map by going into edit mode:
- press 'd' to enable drawing.
- click your mouse on the screen to draw the current tile
- press '0' to make Dense Forest the current tile
- press '1' to make Light Forest the current tile
- press '2' to make Grassy Plain the current tile
- press '3' to make Dirt Road the current tile
- press '4' to make Paved Road the current tile
- press '5' to make Wall the current tile
When you exit the demo, the map is automatically saved to the file 'map.
Your changes WILL NOT be saved if you run this from the CD-ROM.
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