new PathFinderNode(x, y)pathFinder.js:27Make the node of a grid cell, as PathFinder does for each
xnumberTile x
ynumberTile y
A single grid cell tracked by the pathfinder. Allocated once per cell at PathFinder construction; reset (not reallocated) at the start of every findPath call.
new PathFinderNode(x, y)pathFinder.js:27Make the node of a grid cell, as PathFinder does for each
x numberTile x
y numberTile y
cost : numberpathFinder.js:41Extra cost added to A* G-score for stepping on this cell
f : numberpathFinder.js:45A* F-score: G + heuristic
g : numberpathFinder.js:43A* G-score: actual cost from start to this node
h : numberpathFinder.js:47A* heuristic: the estimated cost left to the goal, breaks ties between equal F
heapIndex : numberpathFinder.js:56Where it is in the A* open list's heap, while open
isClosed : booleanpathFinder.js:54In the A* closed list
isOpen : booleanpathFinder.js:52In the A* open list
parent : PathFinderNode|nullpathFinder.js:50Parent for path reconstruction
pos : Vector2pathFinder.js:35Tile coords (integer)
posWorld : Vector2pathFinder.js:37World-space center of this tile (set by buildNodeData)
walkable : booleanpathFinder.js:39True if this cell is passable (set by buildNodeData)
isClear() → booleanpathFinder.js:72True if walkable and not blocked by cost
reset()pathFinder.js:68Reset per-search state and walkability (called by buildNodeData)
resetSearch()pathFinder.js:60Clear what a search left on this node, keeping walkable and cost