A* Pathfinding

For a prototype I had to write an patrolling AI. As soon as he sees the player, he goes after him and tries to catch him. For the part of seeing you its al just simple maths and a loop to check if there are no walls between you. But for the chasing part I've implemented the A* pathfinding algorithm. The overal AI isn't fully optimized yet but its good enough to not cause lag in normal gameplay.

Download

C# port