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state of project #87
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It is! There are a lot of improvements we'd like to make and not all of these are reflected within the Issues. I'll share a recent comment I left in #82.
I'm definitely open to any and all suggestions or PRs to improve things. Theres probably also room for some general housekeeping around Issues and PRs, which I haven't had an opportunity to get around to just yet 😬 but probably should do soon. |
Ah I see, I saw quite a few stale PRs and issues so I wasn't sure, that could use some cleaning up. |
Well if you're interested in contributing your improvements back here then I would certainly welcome it, but if you decide you want to take a different direction then you're of course welcome to fork and do whatever you like. The license is very permissive for this reason. 😄 |
honestly, I just wanted the customization to declare custom functions for things like isTileWalkable, checkAdjacentNode ect. |
I like the idea of providing a custom function for something like this. You're jogging my memory of a past PR that started to do something similar, but I don't believe it was ever finished. |
Would love a custom condition for those functions - would allow for things like elevation, especially useful for isometric games (E.g. can't go from tile -> tile if elevation is too high) |
I ended up writing my own implementation. const WALL_TILE = Object.freeze(new AStaar.TileMeta({walkable: false}));
const SLOW_TILE = Object.freeze(new AStaar.TileMeta({cost: 2}));
const NORMAL_TILE = Object.freeze(new AStaar.TileMeta());
export let astaar = new AStaar({
getTile: function (x, y) {
if (!window.app.biomeData[x] || !window.app.biomeData[x][y]) return WALL_TILE;
let color = window.app.biomeData[x][y];
switch (color) {
case "#808080":
return WALL_TILE;
case "...":
return SLOW_TILE;
default:
return NORMAL_TILE;
}
}
});``` |
Not sure that'd work for my use-case unfortunately - elevation would depend on knowing both the current and target tile to know if the elevation difference is too high :( |
is this still maintained?
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