Virtual Party Space Devlog #15: Tile-based pathfinding
Spent a few days puttering around with pathfinding and rendering isometric movement in Phaser.
Log
Wednesday, January 20
- poked around with pathfinder some more
Thursday, January 21
- generalized depth-layer code a bit and added buildings to it.
- Buildings don’t work as well for some reason? Flickering when sprite transitions from in-front to behind
- potentially make depth layers step-2? so sprites can always be above scenery at “same” depth
- Buildings don’t work as well for some reason? Flickering when sprite transitions from in-front to behind
- tried switching movement to event-driven as opposed to every update, but made movement very choppy
Friday, January 22
- hacked pathfinder to get it working
- relies on EventEmitter to tell Pathfinder when to try next step
- because custom events tutorial designed EventEmitter as singleton, events only work for single player
- could add userId to event name?
- because custom events tutorial designed EventEmitter as singleton, events only work for single player
- tile-based pathfinding looks pretty rough
- pathfinder currently only has ground layer so is stymied by obstacles in scenery layer
- if movement is blocked it just stops forever, path is never recalculated
- relies on EventEmitter to tell Pathfinder when to try next step
About this series
Back in mid-December I started an ambitious project to create a custom platform for a virtual birthday party in February. I kept notes on my progress, both for personal reference and to turn into a series of blog posts. It quickly became apparent that I did not have time to both do the project and blog about the project. I have retroactively decided to post my raw notes as a dev log.