Implement grid-based cursor movement #7

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opened 2026-01-21 14:03:48 -06:00 by cecilgol · 0 comments
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#5

  • Create GridPosition component struct (i32, i32)
  • Add cursor to GridPosition at (0, 0)
  • Create input system to read arrow keys/IJKL
  • Map input to grid direction vectors
  • Update GridPosition on valid input
  • Create grid_to_world() helper function
  • Create system to sync Transform from GridPosition
  • Add battlefield bounds checking (min/max X and Z)
  • Prevent cursor from leaving battlefield
  • Add input debounce/cooldown to prevent double-taps
  • Test cursor navigation around full battlefield perimeter
#5 - [x] Create GridPosition component struct (i32, i32) - [x] Add cursor to GridPosition at (0, 0) - [x] Create input system to read arrow keys/IJKL - [x] Map input to grid direction vectors - [x] Update GridPosition on valid input - [x] Create grid_to_world() helper function - [x] Create system to sync Transform from GridPosition - [x] Add battlefield bounds checking (min/max X and Z) - [x] Prevent cursor from leaving battlefield - [x] Add input debounce/cooldown to prevent double-taps - [x] Test cursor navigation around full battlefield perimeter
cecilgol added this to the gamedev project 2026-01-21 14:03:49 -06:00
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cecilgol/CryOfTheLoon#7
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