grid-movement
CommunityPrecise tile-by-tile movement for grid games.
System Documentation
What problem does it solve?
Grid movement in tile-based games can be error-prone without strict grid snapping, input locking during moves, and pre-move collision checks. This Skill provides a pattern to keep entities aligned to tile boundaries, block movement while an animation plays, and verify destination tiles before stepping.
Core Features & Use Cases
- Grid snapping: keep entities aligned to a fixed tile grid to ensure consistent movement.
- One-tile steps with input lock: a single directional input moves the entity by one tile, then playback completes before accepting new input.
- Pre-move collision checks: validate target tiles against a collision map to prevent moving into blocked tiles.
Quick Start
Implement grid-based movement by snapping spawn positions to the tile grid, processing directional input to compute a target tile, validating the target tile, then performing a tween to that tile and snapping precisely on completion.
Dependency Matrix
Required Modules
None requiredComponents
Standard package💻 Claude Code Installation
Recommended: Let Claude install automatically. Simply copy and paste the text below to Claude Code.
Please help me install this Skill: Name: grid-movement Download link: https://github.com/vchelaru/FlatRedBall2/archive/main.zip#grid-movement Please download this .zip file, extract it, and install it in the .claude/skills/ directory.
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