In a step-by-step process, maybe you should build a quick-path generator 1st. It would just give you a list of tiles or hexes or points but didn''t worry about any obstacles. This would set up: path-storage for the object moving and help you choose how to implement A*
So I built a path creator 1st for my hex-surface. From, tada, the Starting Point, it looks at the nearest 6 hexes and, using a squares-of-the-distance( [(TargetX - CurrentX)^2 + (TargetY - CurrentY)^2] chooses the lowest cost hex). I store that direction(0 to 5) on my list( actually a string of 70 chars like "00011222332212xxxxxxxx")
I then chose too examine that "best" hex(the six hexes around it and keep repeating until the CurrentX+Y are the target.
With a flatspace it''s like you have to draw a line to a point and check to see if it intersects any thing. So you''ve got to build a line intersection function.
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