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rexboard-grids-and-coordinates

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Use this skill when working with RexBoard grid coordinates, quadGrid, hexagonGrid, tileXY, worldXY, tile-to-world conversion, world-to-tile conversion, orthogonal, isometric, staggeraxis, staggerindex, direction indexes, neighbor tiles, or board grid shape queries. Triggers on: RexBoard grid, rexBoard quadGrid, rexBoard hexagonGrid, tileXY, worldXY, getWorldXY, getTileXY, RexBoard direction, RexBoard neighbors.

QUICK START

How to use this skill

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  1. Open your project in Codex.
  2. Copy the prompt below and paste it into your agent.
  3. Review the proposed files and risks before you approve installation.
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I want to install this Agent Skill for this project in Codex.

Source SKILL.md: https://github.com/rexrainbow/phaser3-rex-notes/blob/HEAD/skills/rexboard/rexboard-grids-and-coordinates/SKILL.md

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Copying this prompt does not install or run the skill. Review third-party files before use. Codex skill guide

RexBoard Grids And Coordinates

Use this skill for RexBoard coordinate systems and board geometry. It covers quad/hex grid creation, tile/world conversion, neighbor directions, and shape-to-tile queries.

Use This First

Pick the grid factory before writing board logic:

NeedUse
Orthogonal square/rect boardquadGrid with type: 'orthogonal'
Isometric diamond boardquadGrid with type: 'isometric'
Hex boardhexagonGrid with staggeraxis and staggerindex

Then pass the grid into this.rexBoard.add.board({ grid, width, height }) or new Board(scene, { grid, width, height }).

Required Setup

This skill assumes RexBoard is available as this.rexBoard or through direct imports from board-components.js. If not, use rexboard-setup-and-factory.

References

Read these only when needed:

  • references/grid-config.md: quad/hex config fields and embedded board grid configs.
  • references/coordinate-conversion.md: getWorldXY, getTileXY, board conversion, bounds, and shape queries.
  • references/directions-and-neighbors.md: direction indexes, neighbor APIs, range queries, and quad/hex direction notes.
  • references/grid-recipes.md: reduced recipes for orthogonal, isometric, hex, and pointer-to-tile patterns.

Core Rules

  • A Board delegates coordinate conversion to its grid.
  • Prefer board conversion methods after a board exists: tileXYToWorldXY, worldXYToTileXY, and worldXYSnapToGrid.
  • Use raw grid methods only for grid-only work: grid.getWorldXY, grid.getTileXY, grid.getGridPoints, and grid.getBounds.
  • Quad dir: '4dir' versus dir: '8dir' changes neighbor directions.
  • Hex staggeraxis and staggerindex affect both visual layout and adjacency.
  • Direction indexes depend on grid mode. Avoid hard-coding semantic names unless the grid mode is fixed.

Source File Map

  • plugins/board/grid/quad/Quad.d.ts: quad grid config and conversion methods.
  • plugins/board/grid/hexagon/Hexagon.d.ts: hex grid config and conversion methods.
  • plugins/board/board/LogicBoard.d.ts: board-level conversion, bounds, neighbors, ranges, and shape queries.
  • plugins/board/grid/quad/Factory.js: quadGrid factory signature.
  • plugins/board/grid/hexagon/Factory.js: hexagonGrid factory signature.

Related Skills

  • rexboard-setup-and-factory: plugin setup and factory discovery.
  • rexboard-components-catalog: choose a board component family.
  • rexboard-board-and-chess: board construction, tileZ, occupancy, and input events.
  • rexboard-map-generation-and-import: generated hex map coordinate sets.

Gotchas

  • wrap and infinity are board settings, not grid settings, but they change neighbor and bounds behavior.
  • tileX/tileY identify grid coordinates; chess placement also needs tileZ.
  • Shape-to-tile queries return tile coordinate arrays, not chess objects.