Ep. 101: Star Mob! An Introduction to the A* Search Algorithm in Game Programming

Welcome to episode 101 of game programming! In this episode, we will continue our exploration of the A* search algorithm and its application in game development.

To quickly recap, in the previous episode, we implemented the A* search algorithm to calculate a path from a starting point to a goal in our game. The algorithm returns a list of nodes that represent the path, allowing entities to navigate through the level.

In this episode, we will focus on a new entity called the “Star Mob,” which will utilize the A* search algorithm to follow the player. The Star Mob will dynamically calculate a path to the player’s current location, enabling it to move towards the player and adapt to changes in the level layout.

Ep. 101: Star Mob! An Introduction to the A* Search Algorithm in Game Programming
Ep. 101: Star Mob! An Introduction to the A* Search Algorithm in Game Programming

Implementing the Star Mob

Let’s dive into the implementation of the Star Mob and integrate the A* search algorithm to enable it to follow the player.

First, we need to create a new class for the Star Mob entity. We’ll copy and paste the code from the existing Chaser class and make necessary modifications. Additionally, we’ll update the render method to give the Star Mob a distinct appearance, such as a yellow color.

Once we have the Star Mob class set up, we can proceed with integrating the A* search algorithm. We’ll need to access the player’s current position, which we can achieve by using the getPlayer method from the Level class. This method returns the player’s position in pixel precision, which needs to be converted to tile precision. To convert from pixel to tile precision, we divide the values by 16.

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Next, we’ll calculate the path using the findPath method from the Level class, passing in the star’s current position and the player’s position. The findPath method will return a list of nodes representing the path.

To ensure efficiency, we’ll only update the path once per second. We can achieve this by using a time variable, incrementing it every update, and checking if it is divisible evenly by 60. If so, we update the path.

To move the Star Mob towards the player, we’ll iterate through the path and check the x and y coordinates of the next node. If the current x or y position is smaller or larger than the respective coordinate of the next node, the Star Mob will move towards the appropriate direction. To achieve smoother movement, we can update the Star Mob’s position several times per second.

Testing the Star Mob

Now, let’s test the Star Mob and see if it effectively follows the player. You’ll notice that the Star Mob navigates around walls and obstacles, dynamically adjusting its path to reach the player. However, please note that the collision detection may not be perfect in the current implementation.

To optimize performance, we’ll need to address collision detection and update the Mob class accordingly. This will be covered in future episodes.

Thank you for watching this episode! Stay tuned for the next episode, where we will focus on fixing collision detection. If you enjoyed this content, please consider liking the video and subscribing to our channel for future updates. See you in the next episode!

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FAQs

Q: Can the Star Mob move through walls?
A: Yes, the Star Mob utilizes the A* search algorithm to find a path that navigates around walls and obstacles in order to reach the player.

Q: Why does the Star Mob sometimes change directions randomly?
A: The Star Mob’s occasional change in direction may be due to specific conditions within the current implementation. These behavioral aspects can be further refined in future episodes.

Q: How often is the path updated?
A: By default, the path is updated once every second. This frequency can be adjusted by modifying the time variable and the modulo condition.

Q: Can the Star Mob adapt to changes in the player’s location?
A: Yes, the Star Mob recalculates the path to the player each time it updates. This allows it to dynamically adapt to the player’s movement and navigate towards the player’s current location.

Conclusion

In this episode, we introduced the Star Mob, an entity that utilizes the A search algorithm to follow the player in our game. We explored the integration of the A search algorithm into the Star Mob class, allowing it to dynamically calculate a path to the player’s current location. Despite some quirks, the algorithm effectively navigates the Star Mob around walls and obstacles. Stay tuned for future episodes, where we will address collision detection and further refine the Star Mob’s behavior. If you enjoyed this episode, please consider liking and subscribing to our channel for future updates. Thank you for watching, and see you in the next episode!

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Ep. 101: Star Mob! An Introduction to the A* Search Algorithm in Game Programming