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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.

Files, names only

  • ATTRIBUTION.md
  • LICENSE
  • README.md
  • baltor_test.gd
  • component.json
  • grid_step_mover.gd
  • inspect_gdscript.py
  • run_tests.gd
  • test_package.py
  • tests/test_grid_step_mover.gd
  • verification/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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