- add section with all images, and their source
- add section on suggested learning plan for beginners, with motivation
- adapt the images from https://opengameart.org/content/robot-0 to do a robot animation demo.
Tests
[info] Some info
Some text
Other content
[warning] A warning
Some text
Other content
[danger] Dangerous
Some text
Other content
[success] Success!
Some text
- A* algorithm http://www.redblobgames.com/pathfinding/a-star/introduction.html (uses Queue)
- Breadth-first search and Depth-first search http://eddmann.com/posts/depth-first-search-and-breadth-first-search-in-python/ (uses simpler data structures)
- http://www.redblobgames.com/pathfinding/a-star/implementation.html see Queue implementation
- One solution is a hack, but it works some of the time. When iterating through neighbors, instead of always using the same ordering (such as north, east, south, west), change the ordering on “odd” grid nodes (those where (x+y) % 2 == 1
- http://www.redblobgames.com/pathfinding/a-star/implementation.html see Queue implementation
control animated gifs https://stackoverflow.com/questions/39374962/control-gif-animation-with-js-play-stop-play-backwards
For A*, implement cost function related to number of turns: right turns are penalized more than left turns and, overall, the number of turns is minimized
- alternative for straighter paths: treat left and right turns equally (use RepairedRobot) and penalize two consecutive moves compared with a turn (or penalize weight based on manhattan heuristics?)
- this may require to reprioritize
For graph demo, add tiles that are arrows (see redblobames); perhaps arrows with an offset to show the overlap, rather than staying into a normal grid square.
add https://aroberge.blogspot.ca/2015/10/cryptic-reeborg.html
Explain the custom message (see https://github.com/aroberge/reeborg/issues/385\).
Explain how to create language agnostic worlds https://github.com/aroberge/reeborg/issues/386