GridMotion
StructSource: GridMotion.h
Description
Plain five-int aggregate: logical cell, target cell, progress.
At rest, toX == cellX, toY == cellY and progress == 0. In flight, progress runs 1..stepsPerCell-1 and the logical cell still names the cell being LEFT — it flips only on arrival. Gameplay rules that read the logical cell therefore never see an actor occupying two cells, or none.
Properties
| Name | Type | Description |
|---|---|---|
cellX | int | Logical cell X — the one every gameplay rule reads. |
cellY | int | Logical cell Y — the one every gameplay rule reads. |
toX | int | Target cell X; equals cellX when at rest. |
toY | int | Target cell Y; equals cellY when at rest. |
progress | int | 0..stepsPerCell-1; 0 means "at rest in (cellX, cellY)". |
