- 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:
1. The entity always sits on a tile boundary (position snapped to multiples of `TileSize`).
2. Input is locked while a move is in progress.
3. A pre-move collision check prevents entering blocked tiles.
## Minimal Implementation
```csharp
private const float TileSize = 16f;
private bool _moving = false;
public override void CustomInitialize()
{
X = MathF.Round(X / TileSize) * TileSize; // snap to grid on spawn
Y = MathF.Round(Y / TileSize) * TileSize;
}
public override async void CustomActivity(FrameTime time)
{
if (_moving) return; // gate: one move at a time
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; // pre-move collision check
_moving = true;
await TweenTo(targetX, targetY, 0.12f); // animate the step
X = targetX; Y = targetY; // snap to exact grid position
_moving = false;
}
```
## Pre-Move Collision Check
Use `TileShapes.GetTileAtWorld(x, y)` to test the target tile before committing:
```csharp
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`):
```csharp
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.
Ver no GitHub