Spielerando

The hero shakes at the spot you clicked, or walks forever into a wall

Walking toward a clicked point seems simple until the hero overshoots and jitters back and forth, or the point lies behind something solid and the walk never ends. Here is how to arrive cleanly and how to notice that the walk has stopped making progress.

Why this works

A walk has two honest endings: you are there, or you cannot get there. Never stepping past the goal makes arriving clean, and watching real progress instead of intent notices the wall quickly and gives the control back.

When not to use it

It is the wrong tool where a click should keep pushing, such as pressing against a door that opens on contact, or pushing a crate. Let the walk run on there and end it by a key press.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 40 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 "The hero shakes at the spot you clicked, or walks forever into a wall" (read_entry rpg-click-to-move-arrival-and-stuck) 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