Grid step movement with eased tweening and input buffer
In your harnessGodot componentMIT
Move a Node2D one grid cell at a time with an eased step, one buffered move, an optional blocked-cell check and signals for start, finish and bump. Use it for roguelikes, puzzles and classic tile RPGs.
ATTRIBUTION.mdLICENSEREADME.mdbaltor_test.gdcomponent.jsongrid_step_mover.gdinspect_gdscript.pyrun_tests.gdtest_package.pytests/test_grid_step_mover.gdverification/native.json
Full files in your harness.
What it takes and gives
- Class
- BaltorGridMover, extends Node2D
- Methods
- cell_to_position(cell: Vector2i) -> Vector2; position_to_cell(point: Vector2) -> Vector2i; get_cell() -> Vector2i; set_cell(cell: Vector2i) -> void; is_moving() -> bool; try_move(direction: Vector2i) -> bool; advance(delta: float) -> void
- Signals
- step_started, step_finished, bumped
- Exports
- cell_size, grid_origin, step_time, allow_diagonal
- Placement
- res://baltor/godot_components/grid_step_mover/
Limits. Moves only to neighbor cells; no path following (combine with a pathfinder). The blocked check runs when a step starts, not during it. Uses smoothstep easing only. Verified with Godot 4.7.2 headless; written against the Godot 4.3 API.
Details
- Kind
- Godot component
- Engine
- Godot 4.3 or later
- Files
- 11 files, 76.5 KB
- Licence
- MIT
- Declared effects
- reads files, runs commands
- Checked with
- Godot 4.7.2, headless
- Checks
- godot parse check only, godot gdscript tests, godot tests reject gutted component, godot editor import, godot contract reflection, godot readme usage compiles
- Techniques
- grid-locked movement, smoothstep interpolation, single-slot input buffer
- Tags
- grid movement, tile, roguelike, puzzle, tween, input buffer, rpg
- Identity
library.supply.creative_originals.fec3aaf728be2c0749fd71ea.df7060767a86cb0a- Version
df7060767a86cb0ad885a5f0f95d1705718c1ada06701b1924f89080a178083e
The version is the SHA-256 of the item your harness downloads; every file in it names its own checksum.
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