# Tilemap Path Finding ( a\* ) (beta)

**URL:** https://forum.makecode.com/t/tilemap-path-finding-a-beta/1846
**Category:** Arcade
**Tags:** extension
**Created:** [April 27, 2020, 1:27am UTC](https://forum.makecode.com/t/tilemap-path-finding-a-beta/1846 "2020-04-27T01:27:39Z")
**Posts on this page:** 1
**Showing post:** 19

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### Author: ![jwunderl](https://sea2.discourse-cdn.com/flex020/user_avatar/forum.makecode.com/jwunderl/32/5308_2.png) [@jwunderl](https://forum.makecode.com/u/jwunderl)
#### Post date: [June 1, 2020, 1:56am UTC](https://forum.makecode.com/t/tilemap-path-finding-a-beta/1846/19 "2020-06-01T01:56:09Z")

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Just so you know I completed these requests, but to be fair I did it while watching TV / still need to do some more testing. I also moved them to a new group, so they’re easier to find / not nestled in with other scene things

 ![image](https://us1.discourse-cdn.com/flex020/uploads/makecode/original/2X/1/10207e6bd670a4f82485fad4fd3cf1731de95fb5.png)

#1: block for this, as well as % complete. I also have % complete as 0 - 100 for now (to be consistent with `Math.percentChance`), one behavior I’m not sure on is the return value if the sprite is not following a path - I chose 100% as ‘trivially completed’, which also makes it easier to be consistent with behavior when you finish a path (as we remove the handler)  
#2: added top level handler that takes a kind and gives you the sprite that has completed the path and the final location of the path (/ the location the sprite is now at).  
#3 is done by passing 0 / null for speed or a null / empty path.

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