# Untitled

Sep 14th, 2015
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1. // start by creating an array the same size as the map (or a field in the map udt) . I'm assuming here the map is 32x32.
2.
3. int pathing[32,32];
4.
5.
6. // create a doneflag to record when a search pass didn't do anthing. initialise to zero to make a first pass.
7. int doneflag = 0;
8.
9. // set all elements to a large value, like 256.
10. for(x=0; x<32; x++) {
11. for(y=0; y<32; y++) {
12. pathing[x,y] = 256;
13. }
14. }
15.
16. // set the element where the player is to 0.
17. pathing[player.x, player.y] = 0;
18.
19. // loop while there are still passes to do.
20. while (doneflag == 0)
21.
22. // set a doneflag to 1 to say we are done.
23. doneflag = 1;
24.
25. // start a double loop through x and y.
26. for(x=0; x<32; x++) {
27. for(y=0; y<32; y++) {
28.
29.
30. // if you find an element with value < 256 then look at four neighbours. if any of those is a floor tile, AND has value 256 then set it equal to value+1.
31.
32. if(pathing[x,y] < 256) {
33. if(pathing[x-1,y] == 256 && map[x-1,y] == floor) {pathing[x-1,y]=pathing[x,y]+1; doneflag=0;}
34. if(pathing[x+1,y] == 256 && map[x+1,y] == floor) {pathing[x+1,y]=pathing[x,y]+1; doneflag=0;}
35. if(pathing[x,y-1] == 256 && map[x,y-1] == floor) {pathing[x,y-1]=pathing[x,y]+1; doneflag=0;}
36. if(pathing[x,y+1] == 256 && map[x,y+1] == floor) {pathing[x,y+1]=pathing[x,y]+1; doneflag=0;}
37. }
38.
39. // close the double loop
40. }
41. }
42.
43. //close while
44. }