Okay, I've just had a chance to peek at the events that I've been using in my fantasy board game.
Although the movement is functional, I haven't implemented dt yet (which keeps the frame rate consistent when the game is played on different browsers or devices). I'm sure I'll figure it out soon, but whenever I tried to implement it before things started to go wrong.
Anyway, I'll try and explain as best as I can a few of the commands and actions I'm using, in the vague hope that you might be able to glean some information from the words of an inexperienced babbling fool.
So, pieces on my board are moved using the 'Move at Angle' command. As each board square is 64 pixels (as are the pieces), they are moved at 64 pixels each time. I have four directions which the pieces can travel; up, down, left or right. Up equals angle of 270, Down equals angle of 90, Left equals angle of 180 and Right equals angle of 0.
I have two main variables which influence the movement; Direction, and PlayerMoveCounter. The PlayerMoveCounter is set to the Dice.AnimationFrame once the player has rolled the dice (so on a roll of six, it would hold the value of six). The Direction is currently set by four arrays containing all the board square UID's for specific directions (it's easier to use invisible collision detection squares, but I wanted to reduce sprites and get to know arrays). The event here looks a little like:
Condition Blue Wizard On Collision With Path
Sub Event Array UpDirection contains value Path.UID
Action: Blue Wizard set Direction to 0 (in my variable, 0=up)
And then in the Movement Group:
Condition System: PlayerMoveCounter>0
Sub Event System: Blue Wizard Direction=0
Sub Event System: Every 0.25 Seconds
Action: Blue Wizard Move 64 Pixels at angle 270
Action: System: Subtract 1 from PlayerMoveCounter
Action: System: Wait 0.125 seconds
(The first wait is there to stop the Blue Wizard moving in massive leaps. I seem to recall the second wait of 0.125 seconds was something to do with trying to slow the pieces down on corners, or something)
Events are repeated (with a change to the angle) for the three other directions. I then have a separate event that sets the Movement group deactivated when the PlayerMoveCounter=0.
Hopefully within the next few weeks I'll have enough of my board game up and running to show a preview. In the meantime, I hope your project goes well, and if you find out anything useful when creating it please feel free to share any tips.
Must dash, as I've just downloaded FTL whilst it's on sale, and need to discover inventive new ways of dying in the cold, harsh depths of space!