Wow, thanks a lot for those two projects !
It works very fine (even though I must admit I have a hard time understanding everything in the code, I think I managed to get a grasp of it), and I love how it follows every tile very precisely, but it might be limited in my usecase. I'll elaborate further, as I really appreciate how simple the code is and I hope I can achieve the same simplicity for my needs.
First, I should have stated I'm actually not using the tilemap system in this project. I realize saying this was a "tile-based" game was silly of me, as itseems to imply the project is using tilemaps.
I'll actually use sprites, because of animation needs, and also because monsters and other type of objects will have the same effect as walls on the player (rebounds, etc.) - plus other behaviours (pathfinding, etc.); from my understanding, this is not possible with tilemaps. For these reasons, I'm trying to achieve this rebound behaviour without using tilemaps.
I tried playing with the bullet behaviour or 8directions, but it does not seem to be the right way to go about it. Notably because I need to have a "preview" of the movement before validating ; something similar to what one can find in golf games, where a dotted line is drawn from the ball and emulates every rebound the ball will make on obstacles in its way (ironically, no construct tutorial I could find about golf games had this feature). I'll need to display a similar preview, with every tile to-be-crossed numbered (to use the picture I shared in my first post, imagine every tile crossed would be numbered from 1 to 6, indicating to the player what path it will go, what rebound will be executed, and where it will end).
For now, I managed to have a system where I can calculate on which tile the player will end in every 8 directions, but without any rebound ; meaning it will only move until it reaches a wall (I'm using those big purple lines you can see in the image to achieve this, but I feel it's not the right way to go about this).