Basically an algorithm to calculate possible path from point A to B taking into account obstacles and some point even type of terrans
This is just a small article to tell you what it is, I am done. Go on... go away...
... it's over.
Ok.. since you decided to read on, I am gonna introduce you to some path finding algorithm. I am by no way gonna go detail into these algo but I am gonna direct you to some really nice readings about them.
A* (pronounced "A Star") is one of the famous ones... and it's most famous article here at http://www.policyalmanac.org/games/aStarTutorial.htm This article comes highly recommended as I
Dijkstra's algorithm is another one. This is a bit different as it spreads out from it's origin until it reaches it's target unlike A* which travels node to node (point to point). I found and old example dated year 2000 at http://www.electrotank.com/junk/mike/ai/precomputedPathTutorial.html. Basically Dijkstra is slower than A* for the obvoius reason of spreading out...
There are others out there but since we are going into Flixel with tilemap style gameplay I think the A* should suffice. Well no codes for today... just some reading... come on it's weekend... take some time out and play