Pathfinding

class arcade.paths.AStarBarrierList(moving_sprite: Sprite, blocking_sprites: SpriteList, grid_size: int, left: int, right: int, bottom: int, top: int)[source]

Bases:

Class that manages a list of barriers that can be encountered during A* path finding.

Parameters:
  • moving_sprite – Sprite that will be moving

  • blocking_sprites – Sprites that can block movement

  • grid_size – Size of the grid, in pixels

  • left – Left border of playing field

  • right – Right border of playing field

  • bottom – Bottom of playing field

  • top – Top of playing field

  • barrier_list – SpriteList of barriers to use in _AStarSearch, None if not recalculated

recalculate()[source]

Recalculate blocking sprites.

arcade.paths.astar_calculate_path(start_point: Tuple[float | int, float | int] | Vec2 | Tuple[float | int, float | int, float | int] | Vec3, end_point: Tuple[float | int, float | int] | Vec2 | Tuple[float | int, float | int, float | int] | Vec3, astar_barrier_list: AStarBarrierList, diagonal_movement: bool = True) List[Tuple[float | int, float | int] | Vec2 | Tuple[float | int, float | int, float | int] | Vec3] | None[source]

Calculates the path using AStarSearch Algorithm and returns the path

Parameters:
  • start_point – Where it starts

  • end_point – Where it ends

  • astar_barrier_list – AStarBarrierList with the boundries to use in the AStarSearch Algorithm

  • diagonal_movement – Whether of not to use diagonals in the AStarSearch Algorithm

Returns:

List of points(the path), or None if no path is found

arcade.paths.has_line_of_sight(observer: Tuple[float | int, float | int] | Vec2 | Tuple[float | int, float | int, float | int] | Vec3, target: Tuple[float | int, float | int] | Vec2 | Tuple[float | int, float | int, float | int] | Vec3, walls: SpriteList, max_distance: float = inf, check_resolution: int = 2) bool[source]

Determine if we have line of sight between two points.

Parameters:
  • observer – Start position

  • target – End position position

  • walls – List of all blocking sprites

  • max_distance – Max distance point 1 can see

  • check_resolution – Check every x pixels for a sprite. Trade-off between accuracy and speed.

Warning

Try to make sure spatial hashing is enabled on walls!

If spatial hashing is not enabled, this function may run very slowly!

Returns:

Whether or not oberver to target is blocked by any wall in walls