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phaser-navmesh-generation

v0.2.2

Published

### Warning: this plugin is still heavy Work in Progress (WIP). It's possibly not stable enough for use in a production product - use at your own risk (for now!)

Downloads

14

Readme

phaser-navmesh-generation

Warning: this plugin is still heavy Work in Progress (WIP). It's possibly not stable enough for use in a production product - use at your own risk (for now!)

This Phaser plugin generates Navigation Meshes from supplied Phaser.TilemapLayer data and collison indices thereof. Contains configuration options

Current version: 0.2.2

Getting Started:

ES6 / Node

import it as you would any other project:

import NavMeshPlugin from 'phaser-navmesh-generation';

Legacy

If you're doing it the old fashioned way, simply add <script> tag after your main Phaser tag:

<script src="my/path/to/phaser.js"></script>
<script src="my/path/to/navmesh-plugin.js"></script>

Then in your game's JS code:

  preload() {
    var plugin = this.game.plugins.add(NavMeshPlugin);
  }

Usage:

  1. First, we need to generate a new navigation mesh using the following method (options are below)
var navMesh = plugin.buildFromTileLayer(tileMap, tileLayer, {
  collisionIndices: [1, 2, 3],
  midPointThreshold: 0,
  useMidPoint: false,
  debug: {
    hulls: false,
    navMesh: false,
    navMeshNodes: false,
    polygonBounds: false,
    aStarPath: false
  }
});

Params:

  • collisionIndices: an Array of collision indices that your tilemap uses for collisions (required)
  • midPointThreshold: a Number value telling how narrow a navmesh triangle needs to be before it's ignored during pathing (optional; default 0)
  • timingInfo: Show in the console how long it took to build the NavMesh - and search for paths (optional; default false)
  • useMidPoint: a Boolean value on whether to include all triangle edge mid-points in calculating triangulation (optional; default: true)
  • offsetHullsBy: a Number value to offset (expand) each hull cluster by. Useful to use a small value to prevent excessively parallel edges (optional; default: 0.1)
  • debug: various optional debug options to Render the stages of NavMesh calculation:
    • hulls: Every (recursive) 'chunk' of impassable tiles found on the tilemap
    • navMesh: Draw all the actual triangles generated for this navmesh
    • navMeshNodes: Draw all connections found between neighbouring triangles
    • polygonBounds: Draw the bonding radius between each navmesh triangle
    • aStarPath: Draw the aStar path found between points (WIP debug, will remove later)
  1. Then, to find a path between two Phaser.Point instances, call:
navMesh.getPath(position, destination, offset);

Params:

  • position is a Phaser.Point of your starting world position (required)
  • destination is a Phaser.Point of the destination / end world position (required)
  • offset is an offset value to keep a distance (optional, default 0)

This method returns two useful pieces of data:

path an Array of Points that is the shortest path to your destination offsetPath an Array containing the offset path, relative to the offset value given in getPath

Other methods:

const sprite = plugin.addSprite(x, y, width, height, refresh);

Your map may have Sprites that act as impassable areas (houses, trees etc), and you can mark this area of the map using the above method

Params:

  • x the Tile X location of the sprite (required)
  • y the Tile Y location of the sprite (required)
  • width the Width of the sprite, expressed as tile units (required)
  • height the Height of the sprite, expressed as tile units (required)
  • refresh: If you wish the navMesh to be re-calculated after removing the sprite (optional, default true)

Returns:

  • The internal instance of the sprite; includes a uuid that can be used for later removal

plugin.removeSprite(uuid, refresh);

Params:

  • uuid: the String UUID of the sprite you wish to remove (required)
  • refresh: If you wish the navMesh to be re-calculated after removing the sprite (optional, default true)