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My own take on A*/Dijkstra Pathfinding. Its a generalization to permit all implementations while using any data-structures and heuristic functions regardless of whether or not the "map" fits in memory.
Implementing the A* path finding algorithm, the script is able to find the shortest path from a user-selected start and end point on a randomly generated maze like grid.
A lot of people have difficulty visualizing how the A* Algorithm works. I created a PyGame A* Visualizing tool to show how apps like Google maps are able to compute the shortest distance from point A to point B.
This pathfinding algorithm find the shortest-path & Generate grid using maze-generation algorithm and add the ability of controlling the grid structure & distribution of the blocks and the position of the source and the destination.