I managed to get an A * tracking search algorithm on my game and I want all the enemies to behave according to their path, but only one at a time can follow its path and the others get stuck in walls.
Here's how I made it work:
Node * navMap = nullptr;
Node * dynamicArray = new node[dynamicArraySize];
I then return dynamicArray, so far, I think navMap = dynamicArray, is not it?
I pass as a navMap argument to a findPath function that gets the following parameter: Table of nodes
I run my code that uses a lot of references and pointers to elements of the array.
When there is an entity, it works well, but when there are several, it becomes complicated.
I've tried to create a separate node dynamic array (called m_NavMap) for each instance of the class, but obviously when I do it m_NavMap = navMap the result is the same since navMap is a pointer.
I really do not see how to solve this problem, no idea?