grid-movement

Snap entities to grid tiles and block movement into collision tiles.

11|3|Updated Feb 28, 2026
One-click install
npx skills add https://github.com/vchelaru/FlatRedBall2 --skill grid-movement
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: grid-movement
Source: https://github.com/vchelaru/FlatRedBall2/tree/main/frb-skills/grid-movement
Command: npx skills add https://github.com/vchelaru/FlatRedBall2 --skill grid-movement

SYSTEM DOCUMENTATION & REQUIREMENTS

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.

Frequently Asked Questions about grid-movement

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I implement tile-based movement with grid snapping in a game?▼

Tile-based movement with grid snapping requires computing a target tile from directional input, validating that tile against a collision map, and then snapping the entity precisely to the destination upon completing the movement tween.

Why does my entity skip grid tiles or move diagonally during continuous input?▼

Entities skip grid tiles when input is not locked during movement. Locking input while a tile step animation plays preserves grid integrity by preventing new directional commands from interrupting or chaining the current one-tile movement.

How do I prevent tile-based movement into blocked collision tiles?▼

Preventing movement into blocked collision tiles requires pre-move collision checks. You must validate the computed target tile against a tile map before initiating movement, canceling the step entirely if the destination tile is marked as blocked.

What is the best way to handle one-tile steps in a grid game?▼

The best way to handle one-tile steps in a grid game is to process a single directional input to compute a target tile, perform a tween to that tile, and lock all further input until the tween completes to ensure strict tile alignment.

Do I need a tile map for grid collision checks?▼

Yes, a tile map for collision checks is required. The grid movement logic depends on a tile map to verify whether a target tile is blocked, ensuring the entity only moves into valid, unobstructed grid spaces.