Have pathfinding setup, and assign each path as invisible obstacles. Also fill the areas between the paths with solid objects (visible or not) so that the paths are the only way to go. Have large invisible sprites that cover each area you want the user to click to indicate the path to take. When the user touches or clicks on the invisible sprites, have it destroy or change the state of the invisible sprites that are blocking the path. Then pathfinding will have only one way to go and that will be along the path with no obstacles.
Just a thought off the top of my head but in theory it should work.
What a terrifying idea, but I guess it may work, thanks. Just hope it will not turn against me like Frankenstein's monster.
Does someone know any other solution?
Is it possible in C2 to create such paths for player movement?
Do provided method for creating paths (assuming there is one) will let me find the points of intersection of them and the perpendicular line going through space mouse click point?
Can I create a tree structure to represent paths inside game logic? (tree representation should be fine for my design and it may make traversal a bit faster and simpler since it will be easy to check if to search up or down the tree)
But perhaps maybe there is some method to create paths and calculate the direction from the angles?