07-02-2005, 02:38 AM
Well, yes. In a way. A tutorial I read said to ignore squares like that, but I don't see an easy way to implement that. So I go without it. Basically, when the program gets to the square marked with an X:
It checks each of the 8 squares around it. It will check the square marked with a ^ because it isn't a wall tile, or un-passable tile. So it makes it part of it's path. If you don't want it to do that, just put a wall tile there.
Edit: Glad to hear you are trying it too rpgfan. Ask if you have any Q's.
Code:
12,10
4,4,4,4,4,4,4,4,4,4,4,4
4,0,0,0,0,0,0,0,0,0,0,4
4,0,0,0,0,0,0,0,0,0,0,4
4,0,0,0,0,4,4,^,0,0,0,4
4,0,0,0,0,0,X,4,0,0,0,4
4,0,0,0,0,6,0,4,0,5,0,4
4,0,0,0,0,0,0,4,0,0,0,4
4,0,0,0,0,0,0,0,0,0,0,4
4,0,0,0,0,0,0,0,0,0,0,4
4,4,4,4,4,4,4,4,4,4,4,4
It checks each of the 8 squares around it. It will check the square marked with a ^ because it isn't a wall tile, or un-passable tile. So it makes it part of it's path. If you don't want it to do that, just put a wall tile there.
Edit: Glad to hear you are trying it too rpgfan. Ask if you have any Q's.
quote="Deleter"]judging gameplay, you can adaquately compare quake 4 with pong[/quote]