Quest For Coffee

Puzzle game made with A* and Dijkstra algorithm

In this game, the two characters are on opposite sides of the grid, the player can place walls and deflect the path of each characters. Once the player end his preparation he can launch the simulaton and both characters will seach for the best pathfinding to reach the coffee and take it. After 3 rounds, the game is over and the player win if his score is positive.

This game is quite simple, and easy to win, but it was a way to implement from scrats an A* and a Dijkstra algorithm, I created from nothing the grid system as well as the pathfinding itself.