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SKILL verified MIT Self-run

Tile Picking Interaction

skill-0xheycat-isometric-game-skills-tile-picking-interaction · by 0xheycat

Use when converting a mouse/touch position into the correct isometric tile for selection, highlighting, and placement.

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Install

$ agentstack add skill-0xheycat-isometric-game-skills-tile-picking-interaction

✓ 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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● 3mo ago

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

Tile Picking & Interaction

Overview

Picking is screen->grid with the camera inverse applied first. This skill turns a pointer position into the exact tile under it, with a highlight and hit-test that respects camera pan/zoom.

When to Use

  • Clicking selects the wrong tile.
  • You need hover highlight or click-to-place.
  • Picking ignores camera pan/zoom.

Process

  1. Take the pointer position in screen space.
  2. Apply the inverse camera transform (see camera-pan-zoom-controls).
  3. Apply screen->grid from isometric-grid-math and round to a tile.
  4. Clamp the result to map bounds and check walkable if needed.
  5. Draw a highlight on the picked tile for feedback.
  6. On click, dispatch the tile coord to the gameplay handler.
  7. Test picking at multiple zoom levels and pan offsets.
const world = screenToWorld(pointer, cam);
const tile = worldToGrid(world, W, H); // then round

Rationalizations (Stop Lying to Yourself)

| Excuse | Reality | |---|---| | "I will skip the camera inverse" | Then picking breaks the moment you pan/zoom. Always invert. | | "No need to highlight" | Players need feedback on what they will click. Highlight. |

Red Flags - STOP if you catch yourself:

  • Picking that ignores camera pan/zoom.
  • No rounding so edge tiles mis-select.
  • No visual highlight feedback.

Verification

You are NOT done until every box is checked:

  • [ ] Picked tile is correct at any pan and zoom.
  • [ ] Hover highlight matches the actual selected tile.
  • [ ] Clicks dispatch the right grid coordinate.

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.