Add new C# code blocks to class ref pages
- AStarGrid2D - Engine - Font - Node - OS - Tweens
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<description>
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Compared to [AStar2D] you don't need to manually create points or connect them together. It also supports multiple type of heuristics and modes for diagonal movement. This class also provides a jumping mode which is faster to calculate than without it in the [AStar2D] class.
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In contrast to [AStar2D], you only need set the [member size] of the grid, optionally set the [member cell_size] and then call the [method update] method:
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[codeblock]
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[codeblocks]
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[gdscript]
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var astar_grid = AStarGrid2D.new()
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astar_grid.size = Vector2i(32, 32)
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astar_grid.cell_size = Vector2(16, 16)
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astar_grid.update()
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print(astar_grid.get_id_path(Vector2i(0, 0), Vector2i(3, 4))) # prints (0, 0), (1, 1), (2, 2), (3, 3), (3, 4)
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print(astar_grid.get_point_path(Vector2i(0, 0), Vector2i(3, 4))) # prints (0, 0), (16, 16), (32, 32), (48, 48), (48, 64)
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[/codeblock]
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[/gdscript]
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[csharp]
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AStarGrid2D astarGrid = new AStarGrid2D();
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astarGrid.Size = new Vector2i(32, 32);
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astarGrid.CellSize = new Vector2i(16, 16);
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astarGrid.Update();
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GD.Print(astarGrid.GetIdPath(Vector2i.Zero, new Vector2i(3, 4))); // prints (0, 0), (1, 1), (2, 2), (3, 3), (3, 4)
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GD.Print(astarGrid.GetPointPath(Vector2i.Zero, new Vector2i(3, 4))); // prints (0, 0), (16, 16), (32, 32), (48, 48), (48, 64)
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[/csharp]
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[/codeblocks]
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</description>
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<tutorials>
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</tutorials>
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