title: How do I adapt AStar in Godot to platformers?
body: <p>I've been looking for a robust method of pathfinding for a platformer based game I'm developing and A* looks like it's the best method available. I noticed <a href="https://github.com/GDquest/Godot-engine-tutorial-demos/tree/master/2018/03-30-astar-pathfinding" rel="nofollow noreferrer">there is a demo</a> for the <a href="http://docs.godotengine.org/en/3.0/classes/class_astar.html" rel="nofollow noreferrer">AStar</a> implementation in Godot. However, it is written for a grid/tile based game and I'm having trouble adapting that to a platformer where the Y axis is limited by gravity.</p>
  <p>I found <a href="https://gamedev.stackexchange.com/questions/118912/how-can-i-adapt-a-pathfinding-to-work-with-platformers">a really good answer</a> that describes how A* can be applied to platformers in Unity. My question is... Is it possible to use AStar in Godot to achieve the same thing described in the above answer? Is it possible this could be done better without using the built in AStar framework? What is a really simple example of how it would work (with or without AStar) in GDscript?</p>
  <p>Though I have already posted a 100 point bounty (and it has expired), I would still be willing to post another 100 point bounty and award it, pending an answer to this question.</p>