feat: pathfinding

This commit is contained in:
2026-07-27 10:25:09 -04:00
parent 1e5d9560ab
commit 37c534ef0f
3 changed files with 101 additions and 20 deletions

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@ -1,14 +1,18 @@
// Link: computer-controlled. Milestones 4-5-8 slice: // Link: computer-controlled. Milestones 4-5-8 slice:
// seek -> walk to the nearest pot // seek -> path to the nearest pot
// throw -> pick it up and hurl it (pots.js handles the arc + shatter) // throw -> pick it up and hurl it (pots.js handles the arc + shatter)
// leave -> no pots left: walk to the exit gap and off-screen (ends the round) // leave -> no pots left: path to the exit gap and off-screen (ends the round)
// Distractions (grass/chickens) arrive in a later milestone. // Movement follows a BFS tile path (pathfind.js) so Link routes around terrain
// instead of getting caught on it. Distractions arrive in a later milestone.
import { TILE, LINK_SPEED } from "../config.js"; import { TILE, LINK_SPEED } from "../config.js";
import { visual } from "../sprites.js"; import { visual } from "../sprites.js";
import { throwPot } from "../pots.js"; import { throwPot } from "../pots.js";
import { findPath } from "../pathfind.js";
const INTERACT_DIST = TILE * 0.8; const INTERACT_DIST = TILE * 0.8;
const WAYPOINT_DIST = TILE * 0.3; // how close before advancing to the next tile
const REPATH_INTERVAL = 0.6; // seconds; recompute to self-heal if bumped
export function addLink(k, world, onLeave) { export function addLink(k, world, onLeave) {
const p = world.tc(world.level.linkSpawn); const p = world.tc(world.level.linkSpawn);
@ -21,19 +25,38 @@ export function addLink(k, world, onLeave) {
"link", "link",
]); ]);
// Move toward a world position; returns distance remaining. link.path = null;
const stepToward = (target) => { link.pathGoal = null;
const d = target.sub(link.pos); link.repath = 0;
const dist = d.len();
if (dist > 1) link.move(d.unit().scale(LINK_SPEED)); // Path to `goalTile` and take one step along it. Recomputes when the goal
return dist; // changes, the path is spent, or the refresh timer elapses.
const navTo = (goalTile) => {
link.repath -= k.dt();
const from = world.toTile(link.pos);
const sameGoal =
link.pathGoal && link.pathGoal.x === goalTile.x && link.pathGoal.y === goalTile.y;
if (!sameGoal || !link.path || link.path.length === 0 || link.repath <= 0) {
link.path = findPath(world, from, goalTile);
link.pathGoal = { ...goalTile };
link.repath = REPATH_INTERVAL;
}
// Advance past any waypoint we've effectively reached.
while (link.path.length && link.pos.dist(world.tc(link.path[0])) <= WAYPOINT_DIST) {
link.path.shift();
}
const targetPos = link.path.length ? world.tc(link.path[0]) : world.tc(goalTile);
const d = targetPos.sub(link.pos);
if (d.len() > 1) link.move(d.unit().scale(LINK_SPEED));
}; };
const nearestPot = () => { const nearestPot = () => {
const pots = k.get("pot");
let best = null; let best = null;
let bestD = Infinity; let bestD = Infinity;
for (const pot of pots) { for (const pot of k.get("pot")) {
const d = pot.pos.dist(link.pos); const d = pot.pos.dist(link.pos);
if (d < bestD) { if (d < bestD) {
bestD = d; bestD = d;
@ -43,6 +66,12 @@ export function addLink(k, world, onLeave) {
return best; return best;
}; };
const clearPath = () => {
link.path = null;
link.pathGoal = null;
link.repath = 0;
};
// --- SEEK --- // --- SEEK ---
link.onStateUpdate("seek", () => { link.onStateUpdate("seek", () => {
const pot = nearestPot(); const pot = nearestPot();
@ -50,14 +79,17 @@ export function addLink(k, world, onLeave) {
link.enterState("leave"); link.enterState("leave");
return; return;
} }
if (stepToward(pot.pos) <= INTERACT_DIST) { if (pot.pos.dist(link.pos) <= INTERACT_DIST) {
link.target = pot; link.target = pot;
link.enterState("throw"); link.enterState("throw");
return;
} }
navTo(world.toTile(pot.pos));
}); });
// --- THROW --- // --- THROW ---
link.onStateEnter("throw", () => { link.onStateEnter("throw", () => {
clearPath();
const pot = link.target; const pot = link.target;
if (!pot || pot.destroyed) { if (!pot || pot.destroyed) {
link.enterState("seek"); link.enterState("seek");
@ -65,28 +97,25 @@ export function addLink(k, world, onLeave) {
} }
const at = pot.pos.clone(); const at = pot.pos.clone();
pot.destroy(); // picked up pot.destroy(); // picked up
link.throwing = true; throwPot(k, world, at, () => link.enterState("seek"));
throwPot(k, world, at, () => {
link.throwing = false;
link.enterState("seek");
});
}); });
// Stand still while the throw animation plays. // Stand still while the throw animation plays.
// --- LEAVE --- // --- LEAVE ---
link.onStateEnter("leave", () => { link.onStateEnter("leave", () => {
clearPath();
link.leaving = true; link.leaving = true;
}); });
link.onStateUpdate("leave", () => { link.onStateUpdate("leave", () => {
const exitPos = world.tc(world.level.exit); const exitPos = world.tc(world.level.exit);
stepToward(exitPos);
// Once he reaches / passes the exit gap, he's gone.
if (link.pos.dist(exitPos) < TILE * 0.5) { if (link.pos.dist(exitPos) < TILE * 0.5) {
if (!link.gone) { if (!link.gone) {
link.gone = true; link.gone = true;
onLeave && onLeave(); onLeave && onLeave();
} }
return;
} }
navTo(world.level.exit);
}); });
link.onUpdate(() => { link.onUpdate(() => {

50
src/pathfind.js Normal file
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@ -0,0 +1,50 @@
// Breadth-first shortest path over walkable tiles (4-directional).
//
// Link steers directly toward his target, which means solid terrain between him
// and a pot would trap him. Routing along a tile path of only walkable tiles
// keeps him off obstacles/walls, and because steps are orthogonal he never cuts
// a corner into a solid tile.
const key = (x, y) => `${x},${y}`;
const NEIGHBORS = [
[1, 0],
[-1, 0],
[0, 1],
[0, -1],
];
// Returns the list of tiles AFTER `from` up to and including `goal`, or [] if
// the goal is unreachable / equals the start (callers fall back to direct steer).
export function findPath(world, from, goal) {
if (from.x === goal.x && from.y === goal.y) return [];
if (!world.walkable(goal.x, goal.y)) return [];
const prev = new Map();
const seen = new Set([key(from.x, from.y)]);
const queue = [from];
let head = 0;
while (head < queue.length) {
const cur = queue[head++];
if (cur.x === goal.x && cur.y === goal.y) {
const path = [];
let c = cur;
while (!(c.x === from.x && c.y === from.y)) {
path.push(c);
c = prev.get(key(c.x, c.y));
}
return path.reverse();
}
for (const [dx, dy] of NEIGHBORS) {
const nx = cur.x + dx;
const ny = cur.y + dy;
if (!world.walkable(nx, ny)) continue;
const kk = key(nx, ny);
if (seen.has(kk)) continue;
seen.add(kk);
prev.set(kk, { ...cur });
queue.push({ x: nx, y: ny });
}
}
return [];
}

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@ -8,7 +8,9 @@ import { addLink } from "../actors/link.js";
export function registerGameScene(k) { export function registerGameScene(k) {
k.scene("game", (opts = {}) => { k.scene("game", (opts = {}) => {
const seed = opts.seed ?? Math.floor(Math.random() * 1e9); const urlSeed = Number(new URLSearchParams(location.search).get("seed"));
const seed =
opts.seed ?? (Number.isFinite(urlSeed) && urlSeed > 0 ? urlSeed : Math.floor(Math.random() * 1e9));
const level = generate(k, seed); const level = generate(k, seed);
let roundOver = false; let roundOver = false;