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emmabritton/graphical-pathfinding

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Graphic Pathfinding

Main dependency status

(Only has A* and Dijkstra at the moment)

This should be run in release mode

Keys

  • Anytime:

    • ESC or Q close
    • R restart program
  • Map:

    • Up, Down, Left, Right to highlight map and variant
    • Enter/Return to select
  • Algorithms, diagonals and heuristics:

    • Up, Down to highlight mode
    • Enter/Return to select
  • Runner:

    • [ faster
    • ] slower
    • p toggle manual mode
    • space advance one tick in manual mode

    Screenshot of runner screen Legend

Map format

Each map file must have 17 lines starting with M followed by 32 digits (0-9). The digits represent the cost of that tile: 0 being the lowest, 8 the highest and 9 being impassable.

Then at least one pair of start end co-ords, which consist of a line starting with an S then co-ords of the start point, i.e. 4,5 then another line starting with an E with a set of different co-ords. You can have as many different pairs as needed.

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Graphical represents different pathfinding algorithms in Rust

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