grid-movement

grid-movement is a skill for Claude Code, Codex from vchelaru/FlatRedBall2. It costs 93 tokens per session (989 once invoked), scanned A, original, MIT.

A FlatRedBall2 game-development skill for tile-by-tile character movement. The character stays aligned to a grid, moves one tile at a time, and cannot enter blocked tiles.

In plain words
What is it for?
Use it for dungeon crawlers, Pokémon-style games, roguelikes, and grid puzzles. It covers input locking during movement, grid snapping, and checking collisions before a step.
Why use it?
It provides the rules needed for discrete movement in games where input should not produce free continuous motion.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

agentmods
npx agentmods add skills/vchelaru/flatredball2/grid-movement
Any agent
npx skills add vchelaru/FlatRedBall2 --skill grid-movement
Clone the repo
git clone --depth 1 https://github.com/vchelaru/FlatRedBall2

Made for: Claude Code, Codex.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for grid-movement

README.md
[![agentmods](https://agentmods.dev/badge/skills/vchelaru/flatredball2/grid-movement.svg)](https://agentmods.dev/skills/vchelaru/flatredball2/grid-movement)
Your own site
<a href="https://agentmods.dev/skills/vchelaru/flatredball2/grid-movement"><img src="https://agentmods.dev/badge/skills/vchelaru/flatredball2/grid-movement.svg" alt="Measured on agentmods" height="20"></a>
Per session 93 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 989 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00093 $0.00989
Opus 5 $0.00046 $0.00495
Sonnet 5 $0.00019 $0.00198
Haiku 4.5 $0.00009 $0.00099

Measured yesterday against content hash cc44bf1d0459, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-06, from the pricing page.

Security

Grade A, and why

grid-movement scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured yesterday.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

frb-skills/grid-movement/SKILL.md · 87 lines

How it starts

The opening of the file, as written. The whole thing — 87 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Grid Movement in FlatRedBall2

Not TopDownBehaviorTopDownBehavior 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

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:

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 gotchaTileShapes 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):

Read the full file on GitHub · 87 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. yesterday First seen · 87 lines · 93 tokens per session scan A cc44bf1d0459

Subscribe to this mod's changes

grid-movement is a skill published in the GitHub repository vchelaru/FlatRedBall2 (14 stars, last pushed yesterday), licensed MIT. It adds 93 tokens to every session and 989 once invoked, about $0.0005 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-09-04.

Related

Other skills, from other repositories

gameobject-component-destroy

Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.

IvanMurzak/Unity-MCP · 49 tokens

unity-version-split

Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).

IvanMurzak/Unity-MCP · 59 tokens

playtest-report

Generates a structured playtest report template or analyzes existing playtest notes into a structured format. Use this to standardize playtest feedback collection and analysis.

Donchitos/Claude-Code-Game-Studios · 35 tokens

unity-manual-component

Manually add, configure, reorder, and copy components on GameObjects using Unity Editor UI. For one-off Inspector workflows that do not need REST automation.

Besty0728/Unity-Skills · 36 tokens

godot-signals-groups

Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and callgroup. Use when wiring node communication in a Godot project, replacing tight references with signals…

gamedev-skills/awesome-gamedev-agent-skills · 95 tokens

threejs-exposure-color-grading

Build a measured exposure and grading path in Three.js. Use for a 64x36 encoded luminance meter, asynchronous readback, weighted log-average exposure, asymmetric adaptation, single tone-map ownership, and a generated 32-cube post-tone-map LUT.

scottstts/Threejs-Awesome-Graphics-Agent-Skills · 60 tokens