This is a prototype that shows off the A* path finding algorithm. I wrote it a few years ago and I haven't upgraded or played with it in a long time. This project is disorganized and the assets and the code are sprinkled throughout.
Dependencies
- PyGame
- libSDL
- Python
Running it: ./tower_defense.py
Left click to set a new "tower" down. Space bar to add a new creeper (add lots of them and rapidly click) tab to select a tower (you'll need to comment out the heat map to see the tower selection) u to upgrade a tower (the range increases, and I think the power might too).
By default, the map is drawing a heat map that the creeper avoids.
Simulator, a cheesy BOIDs simulator.
Same requirements as above.
./simulator.py
Keys:
Escape Quit
g Toggle Grid
Shift +
Shift . Increase velocity by %10
+ Double the velocity
.
Shift -
Shift , Decrease velocity by %10
- Halve the velocity
,
1 Toggle Alignment
2 Toggle Clustering
3 Toggle Avoidance
Up Add 10 boids
Down Subtract 10 boids
Right Increase Flee Range
Left Decrease Flee Range
f Toggle Fullscreen
w Toggle Wrap
d Toggle Debug
i Toggle Info