[LIBGDX] Tiled pathfinding, any examples?

Hi, I’m having a lot of problems trying to implement pathfinding in my game, I’m using libgdx and tiled to do the map, but it seems that TiledMapTileLayer class don’t have any methods to get cell’s x and y coordinates and I don’t know if I’m doing right… so far I’ve got this:

package TLM.game;

import java.util.List;

import com.badlogic.gdx.maps.tiled.TiledMapTileLayer.Cell;
import com.badlogic.gdx.math.Vector2;


public class AI_Pathfinding 
{
	Map_Base map;
	Vector2 pos;
	Vector2 finalPos;
	Vector2 currentPos;
	
	Cell currentCell;
	float g;
	float h;
	float f;
	
	List<Cell> openList;
	List<Cell> closedList;
	
	public AI_Pathfinding(Map_Base map)
	{
	 this.map = map;
	 pos = new Vector2(0,0);
	 finalPos = new Vector2(0,0);
	}
	
	public void createPath(Entity_Base e,float finalx, float finaly)
	{
	 pos.set(e.pos.x / 32,e.pos.y / 32);
	 currentPos.set(pos.x,pos.y);
	 finalPos.set(finalx / 32, finaly / 32);
	 
	 currentCell = map.collisionLayer.getCell((int)pos.x,(int)pos.y);
	 
	 openList.add(currentCell);
	 /*
	  * Moral da historia pra mim fazer depois:
	  * adicionar todos os 8 quadrados adjacentes para a open list.
	  * escolher o quadrado com menor F e adicionar ele para o ClosedList.
	  * 
	  */
	 
	 //right
	 if(!map.collisionLayer.getCell(((int)currentPos.x) +1,(int)currentPos.y).getTile().getProperties().containsKey("Solid"))
	 {
	  openList.add(map.collisionLayer.getCell(((int)currentPos.x) +1,(int)currentPos.y));
	 }
	 //left
	 if(!map.collisionLayer.getCell(((int)currentPos.x) -1,(int)currentPos.y).getTile().getProperties().containsKey("Solid"))
	 {
	  openList.add(map.collisionLayer.getCell(((int)currentPos.x) -1,(int)currentPos.y));
	 }
	 //top
	 if(!map.collisionLayer.getCell(((int)currentPos.x),((int)currentPos.y)-1).getTile().getProperties().containsKey("Solid"))
	 {
	  openList.add(map.collisionLayer.getCell(((int)currentPos.x),((int)currentPos.y)-1));
	 }
	 //bottom
	 if(!map.collisionLayer.getCell(((int)currentPos.x) +1,((int)currentPos.y)+1).getTile().getProperties().containsKey("Solid"))
	 {
	  openList.add(map.collisionLayer.getCell(((int)currentPos.x) +1,((int)currentPos.y)+1));
	 }
	 
	 for(int i = 0; i < openList.size() ; i++)
	 {
		 
	 }
	 
	 
	 
	}
	
	

}

I’m on the right way? someone has code examples of pathfinding with tiled and libgdx? any tips? ty :slight_smile:

If you want path finding, use A*. Here is the simplest and best tutorial on it.

http://www.policyalmanac.org/games/aStarTutorial.htm

Yes I was following it. but libgdx classes don’t have some nescessary methods… that’s why i need some examples…

LibGDX has nothing to do with the algorithm. You can implement A* regardless of language or library.

yeah but I was looking for an workaround with its classes, but I found one, at coke and code. Thanks for the replies.