| name | grid-movement |
| description | Grid Movement in FlatRedBall2. Use when implementing tile-by-tile (grid-snapped) movement where one key press = one tile step, input is locked during the movement animation, and the player cannot move into blocked tiles. Trigger on any dungeon-crawler, Pokémon-style, roguelike, or puzzle game with discrete grid movement. Do NOT trigger for analog/free top-down movement — use the top-down-movement skill for that. |
Grid Movement in FlatRedBall2
Not TopDownBehavior — TopDownBehavior produces continuous analog velocity-based movement. For tile-by-tile grid movement, implement the pattern below directly. Do not load the top-down-movement skill for this use case.
Grid movement has three invariants:
- The entity always sits on a tile boundary (position snapped to multiples of
TileSize).
- Input is locked while a move is in progress.
- A pre-move collision check prevents entering blocked tiles.
Minimal Implementation
private const float TileSize = 16f;
private bool _moving = false;
public override void CustomInitialize()
{
X = MathF.Round(X / TileSize) * TileSize;
Y = MathF.Round(Y / TileSize) * TileSize;
}
public override async void CustomActivity(FrameTime time)
{
if (_moving) return;
var (dx, dy) = ReadDirectionalInput();
if (dx == 0 && dy == 0) return;
float targetX = X + dx * TileSize;
float targetY = Y + dy * TileSize;
if (IsBlocked(targetX, targetY)) return;
_moving = true;
await TweenTo(targetX, targetY, 0.12f);
X = targetX; Y = targetY;
_moving = false;
}
Pre-Move Collision Check
Use TileShapes.GetTileAtWorld(x, y) to test the target tile before committing:
private bool IsBlocked(float x, float y)
=> _solidTiles.GetTileAtWorld(x, y) != null;
TileShapes is injected from the screen after spawning via a method on the entity. See the levels skill for how to generate it from a TMX layer.
Namespace gotcha — TileShapes lives in FlatRedBall2.Collision, not FlatRedBall2.Tiled. Add using FlatRedBall2.Collision; to any file that declares a TileShapes field.
Tween Helper
A lerp tween using Engine.Time.CurrentScreenTime (accessible from any entity via Engine):
private async Task TweenTo(float tx, float ty, TimeSpan duration)
{
float startX = X, startY = Y;
TimeSpan startTime = Engine.Time.CurrentScreenTime;
await Engine.Time.DelayUntil(() =>
{
TimeSpan elapsed = Engine.Time.CurrentScreenTime - startTime;
float t = (float)Math.Clamp(elapsed.TotalSeconds / duration.TotalSeconds, 0.0, 1.0);
X = startX + (tx - startX) * t;
Y = startY + (ty - startY) * t;
return t >= 1f;
}, CancellationToken.None);
}
CancellationToken scope — Token is a property of Screen, not Entity. Pass CancellationToken.None from an entity. For tweens this short (<200 ms) that is safe; if you need cancellation on screen exit, thread a token in via a constructor parameter.
Gotchas
- Always snap on spawn — entities loaded from a TMX object layer may have sub-pixel offsets. Round
X and Y to the nearest tile in CustomInitialize.
_moving guard is required — without it, holding a key queues multiple moves before the first frame completes.
- Diagonal movement: If 8-way is needed, check that both axis tiles are clear before committing. Diagonal into a corner with one axis blocked should push to the open axis or reject.
- Entity origin and draw order: if entities need screen-depth sorting (walking behind/in front of scenery),
(X,Y) should be the ground-contact point and Z = -Y each frame — see top-down-movement's Entity Origin and Draw Order section.