A-Star Pathfinding Game — Complete Audio Guide
Hey there! Welcome to this beginner-friendly guide to understanding a cool A-Star
pathfinding game made with Python and Pygame.
— PART 1: Setup and Initialization —
We start by importing the necessary libraries:
heapq helps with priority queues, numpy handles grid data, and pygame builds the
game interface.
We also import sys and time for system and timing functions.
We define a class called AStarGame, which contains everything — the grid, player,
pathfinding logic, and visuals.
In the init function, we set up the screen, define colors, and prepare the grid.
We create a square grid where 1 means obstacle and 0 means open space.
The start point is near the top-left and the goal is near the bottom-right.
We also add a border of obstacles to make a clean boundary.
— PART 2: A-Star Algorithm —
Next, we define the get_neighbors function.
This returns all valid surrounding cells of a given node — excluding diagonals if
desired.
The heuristic function estimates the distance from any point to the goal — we use
straight-line (Euclidean) distance.
Now the find_path function is where the A-Star magic happens.
We use a priority queue to always explore the most promising cell next.
g_score tracks how far we've come from the start.
f_score adds the estimated cost to reach the goal.
While we have cells to explore, we pop the best one.
If it’s the goal — awesome — we build the path by tracing backwards from the goal
to the start.
Otherwise, we loop through the neighbors.
If we find a better way to reach a neighbor, we record it and add it to the
priority queue.
— PART 3: Drawing the Grid and Visualizing the Path —
This is handled by the draw_grid function.
We clear the screen and then loop through each cell in the grid.
We color it based on its role: green for start, red for goal, blue for the player,
black for walls, and white for empty.
Then we draw a thin gray border for visibility.
If the path exists and we're not placing obstacles, we draw the path in yellow
lines connecting each step.
At the bottom, we display a helpful message — based on the current game state.
— PART 4: Handling Events and Game Logic —
This part listens to the player’s input.
Mouse clicks place obstacles on the grid — but not on the start, goal, or border.
If the spacebar is pressed, we stop placing obstacles and calculate the path.
Pressing R resets the game.
Arrow keys move the player if the next cell isn’t a wall.
If the player reaches the goal — we win!
The run function ties it all together — looping forever, handling events, updating
visuals, and keeping the game smooth.
And that’s it! You’ve just walked through a full pathfinding game — step by step,
beginner-friendly.