Yes, Gdx.ai has a A* pathfinder.
It requires a node; position and other information relevant to the terrain.
The nodes are connected to other nodes, so you need to define the connections.
then, a graph of all the nodes and the relevant connections.
finally, a heuristic to calculate how close to the destination each node is
then it is as simple as :
pathfinder.search(node or connection)path(start point, end point, heuristic, graphpath the array of nodes that will be the shortest path or null);
it is annoying to setup because it requires 4 linked classes, but once it is working, the worst is adjusting the weighting of terrain to get paths to not be funky… depending, you may want to use a path shortening algorithm the checks the line of sight point to point. that is good, but instead of say 20 nodes, it might reduce to 3.