sfml a* in csharp

To implement the A* algorithm with SFML in C#, you can follow the steps below:

  1. First, create a grid of nodes that represents your game world. Each node should be a square that can be traversed or blocked by game objects.
main.cs
public class Node
{
   public int x;
   public int y;
   public bool isTraversable;
}
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  1. Create a heuristic function to estimate the distance between two nodes. In the A* algorithm, we use the Euclidean distance or Manhattan distance as the heuristics.
main.cs
public float Heuristic(Node a, Node b)
{
   float dx = Math.Abs(a.x - b.x);
   float dy = Math.Abs(a.y - b.y);

   return (float)Math.Sqrt(dx * dx + dy * dy); // Euclidean distance
   // return dx + dy; // Manhattan distance
}
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  1. Create an open and closed list to keep track of the nodes that we have visited and the nodes that we are planning to visit.
main.cs
List<Node> openList = new List<Node>();
List<Node> closedList = new List<Node>();
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  1. Add the start node to the open list and set its "G" cost to 0.
main.cs
openList.Add(startNode);
startNode.g = 0;
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  1. Repeat the following steps until the goal node is found, or the open list is empty:
  • Find the node with the lowest "F" cost in the open list (F = G + H)
  • Remove the current node from the open list and add it to the closed list.
  • If the current node is the goal node, then we have found the path.
  • Iterate through all the neighbors of the current node.
  • For each neighbor, calculate its tentative "G" score.
  • If the neighbor is already in the closed list and the tentative "G" score is higher than its current "G" score, skip it.
  • If the neighbor is not in the open list or the tentative "G" score is lower than its current "G" score, set its "G" score to the tentative score, calculate its "H" score using the heuristic function, and add it to the open list.
main.cs
while (openList.Count > 0)
{
   Node current = openList.OrderBy(n => n.f).First();
   openList.Remove(current);
   closedList.Add(current);

   if (current == goalNode)
   {
      // Path found.
      break;
   }

   foreach (Node neighbor in GetNeighbors(current))
   {
      if (!neighbor.isTraversable || closedList.Contains(neighbor))
      {
         continue;
      }

      float tentativeG = current.g + Heuristic(current, neighbor);

      if (!openList.Contains(neighbor) || tentativeG < neighbor.g)
      {
         neighbor.g = tentativeG;
         neighbor.h = Heuristic(neighbor, goalNode);
         neighbor.f = neighbor.g + neighbor.h;
         neighbor.parent = current;

         if (!openList.Contains(neighbor))
         {
            openList.Add(neighbor);
         }
      }
   }
}
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  1. Once the goal node is found, backtrack from the goal node to the start node using the parent nodes.
main.cs
List<Node> path = new List<Node>();

for (Node node = goalNode; node != null; node = node.parent)
{
   path.Add(node);
}

path.Reverse();
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  1. Finally, you can use the path to move your game objects from the start node to the goal node.

This is the basic implementation of A* with SFML in C#. You can customize this algorithm based on your specific requirements for your game.

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