A* Pathfinding

Above is an ActionScript 3.0 demo application again representing the use of the AStar Pathfinding Algorithm in artificial intelligence programming. This application was coded for my Artificial Intellgence course at Weswtood College. The emphasis in this application was implementing a primitive, working finite state machine.

Instructions: This application does not vary that much from the first application, yet has some added functionality and features. The tile with the "pink" circle on it represents the player. The tile with the "brownish-red" circle on it represents the enemy. You need to click on the player tile, then click on any tile you want the player to travel to. Once you click that second tile, the player will first calculate the most optimal path utilizing the AStar Pathfinding Algorithm, and then have a primitive animation showing the player move toward the destination tile. If the player is within a certain proximity of the enemy, then the enemy will have an exclamation point ( ! ), appear on the enemy's tile.

Above is an ActionScript 3.0 demo application representing the use of the AStar Pathfinding Algorithm in artificial intelligence programming. This application was coded with an object-oriented programming approach.

Instructions: First click a tile to be the starting point for the path. Next click a second tile to be the end point for the path. Finally click the solve button, at the bottom of the application, and you will see a "red" path, most optimal route of travel based on the AStar Pathfinding Algorithm, and a "yellow" path, the tiles that were checked in the process of calculating the best possible path. You could click the same button, the button previously clicked to calculate the path, to reset the tiles to their original state.