I rebuild popular apps to get good at Godot. This game Hocus poses a challenge in terms of path finding. I have a solution, but as the illusions scale, it becomes ridiculously time-consuming to set up. I set destination, to which the cube can go, but then you have to set up possible connections for every destination, because there're supposed to be constraints. This can lead to something like 100 variations to be set up for one level, which is of course ridiculous if you want to do 100 levels like the creators. Any idea?
This is a video, where you can exactly see the pathfinding mechanism. Short description:
Whenever you're at one corner of the bars of the illusion graphic (it's just a 2D graphic), you have to set up ways, where the player can go next, because some ways are invalid in this illusion, logically. This is what I intended with setting up an array of numbers, which represent the possible next points for each point. However, this is extremely time-consuming if levels reach even slightly more complexity. I highly doubt the creators did it that way.