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2D Grid Movement (turn based)
I trying to create a Turn Based Strategy behaviour where you move a gameObject from 1 tile of a grid to another tile near it
I have created the Grid using sprites as gameObjects but can't sort out the movement part, I can move tile to tile continuously with mouseClick or w,a,s,d but want to implement the "player can move only x tiles a turn" thing, found in many TBS games
My current setup is like this

Without seeing any of your code, i can just state the obvious. You must make a counter that counts down or up as you make a move and make a condition so that when that number reaches a certain value, you can't move anymore.
How do you move from one tile to another?
Can you put a count in relation to this tile to tile movement code that limits total movement(how many times this code is executed)?
@$$anonymous$$rSoad and @Nose$$anonymous$$ills thanks for your comments but I actually solved it, I created this question almost 12 hours ago, which took 3-4 hours to get approved and by that time by hit and trials, I finally found a method. Added some points as a answer to what I did.
Answer by shubhank008 · Dec 20, 2014 at 06:35 AM
To anyone in same situation as me, here is how I solved both my problems.
- Added Colliders to my charGO and tileGO around it. 
- Created triggerCollider on player to get the tileGO player is standing on, added some conditional statements. 
- Using the above tileGO, used Physics2D.OverlapCircleAll (+-1 x/y tileGO) to get the Colliders from each direction of tileGO 
- Using each Collider, got the GO of the tiles from all direction. Changed their sprite to a different colored sprite to "visualize" walkable path 
- Used coroutine, lerp and basic method to detect mouse click on a tile and move player from tileGO to clickedTileGO 
Again, this was for a prototype to test out if I can do what I have in mind, once all is done, I will start cleaning the code and workarounds I used, create proper sprites, animations, etc. but this should give you some insight on how you can do it
Answer by Lancemaker_ · Jan 16, 2015 at 12:42 AM
a*pathfinding can solve that. i cant program it, but there are lots of tutorials online, its easyer on 2d i think.
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