A set of tools to find your path in a grid based dungeon. Field of view, pathfinding...
Inspired by tcod-rs and bracket-pathfinding, it aims to be simpler to use than tcod, without requiring a sdl2 dependency, and a lot faster than bracket-pathfinding.
Get started
Implement the Map trait, and call field of vision or pathfinding algorithm.
use ;
use field_of_view;
use astar_path;
let sample_map = new;
// (…) You probably want at this point to add some walls to your map.
let from = ;
let to = ;
let radius = 5;
for visible_position in field_of_view
if let Some = astar_path