I found an answer in the community portal about grid-based movement, but they’re using tweens to animate. That’s an interesting approach, but I think it’s a bit too much of this modern day technology for my stomach.
I played around with Godot and found that when my player character moved too fast, it would not collect items in its path. Here’s a short visual comparison of two approaches to move things in an engine like Godot. If you don’t know Godot: it is an engine, tool, and IDE to create cross-platform 2D and 3D games and GUIs. It’s basically Unity, but open source.