A* pathfinding in a Box2D world
The real fun of the A* algorithm comes from applying it to more complex scenarios. In this recipe, we will apply the grid-based technique of the last recipe to a Box2D world filled with randomly generated polygons.
Getting ready
Please refer to the project RecipeCollection03 for full working code of this recipe.
How to do it...
Execute the following code:
@interface Ch7_Box2DPathfinding : GameArea2D { NSMutableArray *grid; float nodeSpace; //The space between each node, increase this to increase A* efficiency at the cost of accuracy int gridSizeX; int gridSizeY; } @end @implementation Ch7_Box2DPathfinding -(CCLayer*) runRecipe ...
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