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[Create an issue](https://gitlab.com/mstuercke/2d-game-grid/-/issues)!\n\n## Examples & Demos\n- [example code](https://codesandbox.io/s/y3xt8s)  \n  a basic implementation\n- [interactive demo](https://3ms9ky.csb.app/)  \n  a customizable playground to visualize all the features\n\n## Usage\n### Installation\nInstall [2d-game-grid](https://www.npmjs.com/package/2d-game-grid) to your project with one of the following commands: \n#### npm\n```\nnpm install 2d-game-grid\n``` \n#### yarn\n```\nyarn add 2d-game-grid\n```\n\n### Create a grid\nBoth examples will create the exact same grid\n#### Use pre-generated cells\n```ts\nimport {Grid} from '2d-game-grid';\n\nconst grid = new Grid({\n  grid: [\n    ['0-0', '0-1', '0-2', '0-3'],\n    ['1-0', '1-1', '1-2', '1-3'],\n    ['2-0', '2-1', '2-2', '2-3']\n  ]\n});\n```\n\n#### Generate cells on initialization\n```ts\nimport {Grid} from '2d-game-grid';\n\nconst grid = new Grid({\n  width: 4,\n  height: 3,\n  initializeCellValue: ({row, col}) => `${row}-${col}`,\n});\n```\n\n### Get cell\n```ts\nconst cell = grid.getCell({row: 1, col: 2});\nconsole.log(cell.value) // '1-2'\n```\n\n### Get cells of a row\n```ts\nconst row = grid.getRow(1);\nconsole.log(row.cells.map(cell => cell.value)) // ['1-0', '1-1', '1-2', '1-3']\n```\n\n### Get cells of a column\n```ts\nconst column = grid.getColumn(1);\nconsole.log(column.cells.map(cell => cell.value)) // ['0-1', '1-1', '2-1']\n```\n\n### Get neighbors of a cell\n```ts\nconst cell = grid.getCell({row: 1, col: 2});\nconst leftNeighbor = cell.neighbors.get('LEFT');\nconsole.log(leftNeighbor.value); // '1-1'\n```\n\n### Get the distance between cells\n```ts\nconst cell = grid.getCell({row: 1, col: 2});\nconst distance = cell.getDistance({row: 1, col: 0});\nconsole.log(distance); // 2\n```\n\n### List all cells in distance\n```ts\nconst cell = grid.getCell({row: 0, col: 3});\nconst cells = cell.listCellsInDistance(2);\nconsole.log(cells.map(cell => cell.value)); // ['1-2', '2-3', '0-1', '0-2', '1-3']\n```\n\n#### Algorithms\n- [Manhattan](https://en.wikipedia.org/wiki/Taxicab_geometry)\n- [Euclidean](https://en.wikipedia.org/wiki/Euclidean_distance)\n\n### Get the shortest path between cells\nThe pathfinding uses the [pathfinding](https://www.npmjs.com/package/pathfinding) package.  \n\n```ts\nconst cell = grid.getCell({row: 1, col: 2});\nconst path = cell.getPath({row: 0, col: 0});\nconsole.log(path.map(cell => cell.value)); // ['1-2', '0-1', '0-0']\n```\nHint: The returned path will always include the start and the end.\n\n#### Algorithms\n- [A* (A Star)](https://en.wikipedia.org/wiki/A*_search_algorithm)\n- [Best First](https://en.wikipedia.org/wiki/Best-first_search)\n- [Breadth First](https://en.wikipedia.org/wiki/Breadth-first_search)\n- [Dijkstra](https://en.wikipedia.org/wiki/Dijkstra%27s_algorithm)\n\n#### Diagonal movement\nYou can decide which diagonal movements should be allowed: \n- Always  \n  ![Always](https://gitlab.com/mstuercke/2d-game-grid/-/raw/master/images/always.jpg)\n- Never  \n  ![Never](https://gitlab.com/mstuercke/2d-game-grid/-/raw/master/images/never.jpg)\n- If at most one obstacle  \n  ![If at most one obstacle](https://gitlab.com/mstuercke/2d-game-grid/-/raw/master/images/if-at-most-one-obstacle.jpg)\n- Only when no obstacles  \n  ![Only when no obstacles](https://gitlab.com/mstuercke/2d-game-grid/-/raw/master/images/only-when-no-obstacles.jpg)\n\n#### Heuristic\nYou can either choose between the following heuristic algorithms:\n- [Manhattan](https://en.wikipedia.org/wiki/Taxicab_geometry)\n- [Chebyshev](https://en.wikipedia.org/wiki/Chebyshev_distance)\n- [Euclidean](https://en.wikipedia.org/wiki/Euclidean_distance)\n- Octile\n\nOr pass your own heuristic function:\n```ts\ncell.getPath({row: 1, col: 0}, {\n  heuristic: (cell) => {/* your implementation */}\n});\n```\n\n### List all reachable cells (pathfinding)\n```ts\nconst cell = grid.getCell({row: 0, col: 3});\nconst cells = cell.listReachableCells(3);\nconsole.log(cells.map(cell => cell.value)); // ['1-1', '2-0', '0-2', '0-1', '1-0']\n```\n\n### Extend grid with another grid\n```ts\nconst gridA = new Grid({grid: [[\"A\"]]})\nconst gridB = new Grid({grid: [[\"B\"]]})\n\ngridA.extend(gridB, 'LEFT')  // B A\ngridA.extend(gridB, 'RIGHT') // A B\n```\n\n### Crop grid\n```ts\nconst cells = grid.crop({row: 0, col: 1}, {row: 1, col: 2}).cells;\nconsole.log(cells.map(cell => cell.value)); // [['0-1', '0-2'], ['1-1', '1-2']]\n```\n\n\n### Listen for cell value changes\n#### Register\n```ts\ngrid.onCellValueChanged((event) => {/* your implementation */});\ngrid.getRow(1).onCellValueChanged((event) => {/* your implementation */});\ngrid.getColumn(2).onCellValueChanged((event) => {/* your implementation */});\ngrid.getCell({row: 1, col: 2}).onValueChanged((event) => {/* your implementation */});\n```\n\n#### Trigger\n```ts\nconst cell = grid.getCell({row: 1, col: 2});\ncell.value = 'new value'; // updating this value will trigger all callbacks of the \"Register\" example\n```\n\nTo trigger this event correctly, your value should be treated immutable.\nIf you're using an object or array as value, you have to replace the object/array to trigger the callbacks.\n```ts\n// object\ncell.value.text = 'foo'; // will NOT trigger any callback\ncell.value = {...cell.value, text: 'foo'}; // will trigger the callbacks\n\n// array\ncell.value.push('foo'); // will NOT trigger any callback\ncell.value = [...cell.value, 'foo']; // will trigger the callbacks\n```\n\n#### Unregister\nThe `onCellValueChanged()` and `onValueChanged()` functions return a function to unregister. \nWhen you execute this unregister function, the callback will not be called anymore.\n\n```ts\nconst unregister = grid.onCellValueChanged((event) => {/* your implementation */});\nunregister();\n```\n\n## Collaboration\nFeel free to create issues or merge requests\n\n### Release package\nModify the version in `package.json`. When running the pipeline on `master` a new package will be deployed with that version. \n\n\n","readmeFilename":"README.md"}