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isometric-pathfinding — Claude Code skill: A* on an isometric grid

A pathfinding skill for isometric games: A* over the walkable tile layer, diagonal moves that never cut blocked corners, results returned as grid tiles.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add 0xheycat/isometric-game-skills --skill isometric-pathfinding -a claude-code
Open on GitHub

What isometric-pathfinding does

The skill tells the agent how units should move across an isometric map. Paths are computed from grid coordinates over the walkable layer; screen pixels stay out of the search. Neighbours are declared 4-way or 8-way, and in the 8-way case a diagonal step past a blocked corner is not allowed. The heuristic stays admissible: for eight directions it is octile distance, written as h = (dx+dy) + (1.414-2)*min(dx,dy).

Once the tile path exists, the agent hands it to the isometric-grid-math skill for screen conversion. String-pulling then removes zig-zags. A changed map or moving target triggers a new search, and a node budget keeps the search bounded on large maps.

The skill also names the failure modes to stop on sight: searching in screen space, corner-cutting diagonals, and an unbounded search. Its checklist wants obstacle avoidance, clean diagonals and a correct conversion back to screen positions. Rendering and unit movement are outside its scope, so isometric-grid-math has to be present as well.

What it helps with

  • route a unit to a target around obstacles
  • keep characters from walking through walls or clipping corners
  • turn a tile path into screen positions
  • smooth a zig-zagging route
  • bound the search on a large map with a node budget

Example prompts for the agent

  • Find a path for this unit to the target over the walkable layer, no diagonal moves through blocked corners
  • Recalculate the route after the map changed and give me screen coordinates
  • Review the pathfinding: A* on grid coords, admissible heuristic, node budget

How to install isometric-pathfinding

1Skills CLI (Vercel)

npx skills add 0xheycat/isometric-game-skills --skill isometric-pathfinding -a claude-code

2Manually: put the files in place

~/.claude/skills/isometric-pathfinding/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/isometric-pathfinding/

Step by step, with commands for each platform: How to install skills in Claude Code: five ways

Questions about isometric-pathfinding

How do I install isometric-pathfinding in Claude Code?

Run npx skills add 0xheycat/isometric-game-skills --skill isometric-pathfinding -a claude-code. The skill file lands at ~/.claude/skills/isometric-pathfinding/SKILL.md.

What does isometric-pathfinding do?

It gives the agent a procedure for isometric pathfinding: A* over the walkable layer, no cutting blocked corners on diagonals, path smoothing, and conversion to screen coordinates.

Which heuristic does it use for 8-way movement?

Octile distance: h = (dx+dy) + (1.414-2)*min(dx,dy), with dx and dy being the coordinate differences.

Source text

SKILL.md · MIT
---
name: isometric-pathfinding
description: Use when units must navigate an isometric grid around obstacles using A* on the walkable layer with correct iso neighbor rules.
license: MIT
---

# Isometric Pathfinding

## Overview

Pathfinding runs on grid coordinates, not screen pixels. This skill implements A* over the walkable layer with proper diagonal handling so units take natural paths and never cut through blocked corners.

## When to Use

- Units or NPCs need to move to a target around obstacles.
- Characters walk through walls or take ugly paths.
- You have a walkable layer and need movement on it.

## Process

1. Run A* on grid coords using the tilemap walkable layer.
2. Define neighbors: 4-way or 8-way; for 8-way, forbid cutting blocked corners.
3. Use an admissible heuristic (octile distance for 8-way).
4. Return a path of grid tiles, then convert to screen with `isometric-grid-math`.
5. Smooth the path (string-pulling) to avoid zig-zag.
6. Recompute or repath when the map or target changes.
7. Cap search cost (node budget) for large maps.

```text
heuristic (octile): dx=|x1-x2|, dy=|y1-y2|; h = (dx+dy) + (1.414-2)*min(dx,dy)
```

## Rationalizations (Stop Lying to Yourself)

| Excuse | Reality |
|---|---|
| "Straight-line movement is fine" | Units will walk into walls. Use A* on the walkable layer. |
| "Corner cutting looks fine" | Units clip through diagonal walls. Forbid blocked-corner cuts. |

## Red Flags - STOP if you catch yourself:

- Pathfinding on screen coords instead of grid coords.
- Allowing diagonal moves through blocked corners.
- No node budget so large maps freeze.

## Verification

You are NOT done until every box is checked:

- [ ] A* finds paths around obstacles on the walkable layer.
- [ ] Diagonal moves never cut blocked corners.
- [ ] Path converts correctly back to screen positions.

© 0xheycat · MIT · 0xheycat/isometric-game-skills

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