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SKILL verified MIT Self-run

Isometric Grid Math

skill-0xheycat-isometric-game-skills-isometric-grid-math · by 0xheycat

Use when converting between grid coordinates and screen pixels in a 2:1 isometric projection, including screen-to-grid for mouse picking.

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Install

$ agentstack add skill-0xheycat-isometric-game-skills-isometric-grid-math

✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.

Security review

✓ Passed

No issues found. Passed automated security review. · v0.1.0 How review works →

  • ✓ Prompt-injection patterns
  • ✓ Secret / credential exfiltration
  • ✓ Dangerous shell & filesystem operations
  • ✓ Untrusted network calls
  • ✓ Known-malicious package signatures

What it can access

  • ✓ Network access No
  • ✓ Filesystem access No
  • ✓ Shell / process execution No
  • ✓ Environment & secrets No
  • ✓ Dynamic code execution No

From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.

View the full security report →

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Reliability & compatibility

✓ Security review passed
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Declared compatibility

Claude CodeClaude Desktop

Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.

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About

Isometric Grid Math

Overview

Every isometric bug eventually traces back to the coordinate transform. This skill gives the exact, tested gridscreen formulas for a 2:1 projection so placement and picking are pixel-correct.

When to Use

  • Tiles render in the wrong place or overlap.
  • Mouse clicks select the wrong tile.
  • You are starting a renderer and need the core transform.

Process

  1. Fix tile width W and height H (2:1 means W = 2*H).
  2. grid->screen: screenX = (col - row) (W/2); screenY = (col + row) (H/2).
  3. Add the world origin offset so (0,0) is where you want it on screen.
  4. screen->grid (for picking): invert the transform using W and H.
  5. Round screen->grid results to integer tile coords.
  6. Validate round-trip: grid -> screen -> grid returns the original tile.
  7. Document the anchor (tile top vs tile center) and stay consistent.
const screenX = (col - row) * (W / 2);
const screenY = (col + row) * (H / 2);
// inverse
const col = ((screenX / (W/2)) + (screenY / (H/2))) / 2;
const row = ((screenY / (H/2)) - (screenX / (W/2))) / 2;

Rationalizations (Stop Lying to Yourself)

| Excuse | Reality | |---|---| | "I will tweak offsets until it looks right" | Magic offsets break on resize/zoom. Derive the transform. | | "Rounding does not matter" | Unrounded screen->grid selects the wrong tile near edges. Round it. |

Red Flags - STOP if you catch yourself:

  • Hard-coded pixel offsets instead of a derived transform.
  • No screen->grid inverse for picking.
  • Round-trip grid->screen->grid does not return the same tile.

Verification

You are NOT done until every box is checked:

  • [ ] grid->screen and screen->grid are both implemented.
  • [ ] Round-trip conversion is exact for integer tiles.
  • [ ] Anchor convention is documented and consistent.

Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

Reviews

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Versions

  • v0.1.0 Imported from the upstream source.