Let a dragged piece settle into the right cell after a flick
When the finger lets go of a sliding piece, it has to find a cell. Choosing the nearest one feels dead; following the flick too far skips cells. And the settling animation must continue the finger's speed or it stutters. Here is how to choose the cell and the time for it.
Why this works
A flick says where the finger was heading, not only where it stopped. Looking a moment ahead respects that intention, limiting the jump to one cell keeps it controlled, and matching the finger's speed makes the hand-off to the animation seamless.
When not to use it
Avoid it when pieces must land exactly where they are dropped, such as in a jigsaw or a design tool, or for players with unsteady hands. Snap to the nearest cell under the finger and ignore the speed.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 27 lines of example code with 5 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Let a dragged piece settle into the right cell after a flick" (read_entry puzzle-snap-piece-to-grid-with-release-velocity) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP