BlitzBasic A* Pathfinding demo v1.0
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All code by Aaron Koolen, but feel free to use any of it in any programs you wish. If you end up 
using it in a Blitz Demo/Game then let me know as I'd like to see if it's been of use to anyone.



Contents
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Astardemo.bb - The demo file that uses the pqueuelib.bb and astarlib.bb includes.
astarlib.bb - The Pathfinding specific stuff
pqueuelib.bb - The priority queue handling code



Blurb
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Hi all, what you should find in this archive are 2 libraries and a demo file for using them.
The purpose of the libraries is to allow you to REASONABLY easily add A* pathfinding support to
any of your games. I think I've separated all the Priority Queue and A* code out into their
respective files but if you find any problems like that please let me know.

I've stuck quite a few comments throughout the 3 files, and there are special areas in the main
demo with the word 'NOTE:' in a comment for the special areas that you need to pay attention to.

The demo allows you to make small maps with different 'cost' blocks and then have A* run over it.
You can watch the paths be made and adjust some of the heuristic inputs, like the heuristic multiplier
(0 will make it work like Dijkstra's search) and the distance function used.

I'll probably add a few more things to it later, but you should get the idea. There is online help, 
so just fire the demo up and away you go. There are 5 levels that I've already done for you to look
at, just press '=' or '-' to change to the level you want and then hit 'l' to load it.

If you have any problems integrating this into your code, want more info on the algorithm or
found any problems with it or bugs, email me at blitzed@paradise.net.nz and I'll try and
help you.

Enjoy!

Aaron
blitzed@paradise.net.nz

