Closes the two open issues and lands the pending unreleased batch: - #90: `Sprite { atlas: 1 }` routes esys_sprite through atlas_draw_ex (scale/flip/tint), so cell / cell_span / strip ids of any size draw through the engine sprite-render system. examples/library/sprite_atlas is the pixel-readback regression. - #91: `become` from an @On(Event) listener / global handler / plain function no longer segfaults the compiler; it emits @L_scene_leave() (a dispatch on the live scene id) so the leaving scene's on-exit runs. UI_* handles are readable from any code (widget table built on first use). examples/library/scene_menus covers it. - fix: a windowed `ludicc -o` build that reaches the audio runtime only through the atlas/Assets preload import now links audio.ll + AVFoundation (the audio backend link was gated on a game-level Audio.* call, so any windowed game declaring Sprite failed to link). - the hand-written "Unreleased" CHANGELOG section is converted to changesets under changes/ so `x release` generates it. - plus the batch: engine-driven retained UI + UiClicked event, Overlay phase, TileSkin tilemap-render system, Key.* constants, Font/Ui/File namespaces, Sprite.strip, prefabs, managers, countdown fields, enum-typed machines, layer @Queries, ludic.prefs / ludic.dungeon packages, Ai.seek pathing, Solids.solid2, cursor confine (mode 3) fix, shooter centre-aim fix, reserved-word function diagnostic. Verified: x test (124/124), x test-tools, check-impl, check-vocabulary, check-docs, docs-gen + docs-check, bootstrap-cfree (seed is a fixpoint). Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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20
docs/language/map/map-border.md
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docs/language/map/map-border.md
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---
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id: map-border
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name: Map.border
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category: map
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kind: namespace-method
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tokens: Map.border
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sig: Map.border(glyph: g)
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tip: The outermost ring of cells.
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order: 14
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ns: Map
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member: border
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---
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Writes <code>glyph</code> along the map's edge — the arena wall around a generated room.
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```ludic
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# doc-check: skip — illustrative
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Map.fill(glyph: '.')
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Map.border(glyph: '#')
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```
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docs/language/map/map-fill.md
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docs/language/map/map-fill.md
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---
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id: map-fill
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name: Map.fill
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category: map
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kind: namespace-method
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tokens: Map.fill
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sig: Map.fill(glyph: g)
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tip: Every cell becomes the glyph.
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order: 12
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ns: Map
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member: fill
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---
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Fills the whole map with one glyph — the first stroke of a generated room.
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```ludic
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# doc-check: skip — illustrative
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Map.size(20, 15)
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Map.fill(glyph: '.')
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```
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docs/language/map/map-get.md
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docs/language/map/map-get.md
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---
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id: map-get
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name: Map.get
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category: map
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kind: namespace-method
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tokens: Map.get
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sig: Map.get(x: tx, y: ty) -> int
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tip: The glyph at a cell ('#' outside the map).
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order: 10
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ns: Map
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member: get
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---
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Reads one cell of the tilemap by tile coordinates; outside the map it answers <code>'#'</code>, so the edge of the world reads as wall.
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```ludic
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# doc-check: skip — illustrative
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if Map.get(x: 3, y: 4) == '.' { … }
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```
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19
docs/language/map/map-height.md
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docs/language/map/map-height.md
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---
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id: map-height
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name: Map.height
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category: map
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kind: namespace-method
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tokens: Map.height
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sig: Map.height() -> int
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tip: The map's height in cells.
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order: 19
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ns: Map
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member: height
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---
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The height set by <code>Map.size</code>.
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```ludic
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# doc-check: skip — illustrative
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for y in 0 .. Map.height() { … }
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```
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docs/language/map/map-is_solid.md
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docs/language/map/map-is_solid.md
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---
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id: map-is_solid
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name: Map.is_solid
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category: map
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kind: namespace-method
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tokens: Map.is_solid
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sig: Map.is_solid(x: tx, y: ty) -> bool
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tip: Is a cell solid, per the Solids config?
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order: 16
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ns: Map
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member: is_solid
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---
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True when the cell holds one of the solid glyphs the <code>Solids</code> configuration names (<code>wall</code>, <code>solid2</code>), or lies outside the map. With no <code>Solids</code> entity nothing is solid. The move system and the projectiles use the same answer.
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```ludic
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# doc-check: skip — illustrative
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if Map.is_solid(x: tile.x, y: tile.y) { continue }
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```
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docs/language/map/map-is_solid_at.md
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docs/language/map/map-is_solid_at.md
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---
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id: map-is_solid_at
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name: Map.is_solid_at
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category: map
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kind: namespace-method
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tokens: Map.is_solid_at
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sig: Map.is_solid_at(x: px, y: py) -> bool
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tip: Is the cell under a pixel position solid?
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order: 17
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ns: Map
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member: is_solid_at
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---
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<code>Map.is_solid</code> for a pixel position, using the tile size from the <code>Solids</code> config.
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```ludic
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# doc-check: skip — illustrative
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if not Map.is_solid_at(x: pushed.x, y: pushed.y) { Position.x = pushed.x }
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```
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docs/language/map/map-random_cell.md
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docs/language/map/map-random_cell.md
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---
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id: map-random_cell
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name: Map.random_cell
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category: map
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kind: namespace-method
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tokens: Map.random_cell
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sig: Map.random_cell(glyph: g) -> IVec2
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tip: A random cell holding the glyph (seeded RNG).
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order: 15
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ns: Map
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member: random_cell
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---
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Picks a random cell whose glyph matches: random tries first, then a sweep, so a map with any such cell always yields one; <code>(-1, -1)</code> when none exists. Deterministic, from the seeded RNG.
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```ludic
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# doc-check: skip — illustrative
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let tile = Map.random_cell(glyph: '.')
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Spawn.enemy(kind, IVec2.scale(tile, 16))
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```
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docs/language/map/map-random_cell_far.md
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docs/language/map/map-random_cell_far.md
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---
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id: map-random_cell_far
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name: Map.random_cell_far
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category: map
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kind: namespace-method
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tokens: Map.random_cell_far
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sig: Map.random_cell_far(glyph:, from:, min_tiles:) -> IVec2
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tip: A random cell with the glyph, at least a distance from a point.
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order: 20
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ns: Map
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member: random_cell_far
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---
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Like <code>Map.random_cell</code>, but at least <code>min_tiles</code> from <code>from</code> when it can find one — a spawn point away from the hero.
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```ludic
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# doc-check: skip — illustrative
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let tile = Map.random_cell_far(glyph: '.', from: hero_tile, min_tiles: 6)
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```
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docs/language/map/map-rect.md
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docs/language/map/map-rect.md
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---
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id: map-rect
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name: Map.rect
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category: map
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kind: namespace-method
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tokens: Map.rect
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sig: Map.rect(x: tx, y: ty, width: w, height: h, glyph: g)
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tip: Fill a rectangle of cells.
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order: 13
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ns: Map
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member: rect
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---
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Writes <code>glyph</code> into every cell of the rectangle; cells outside the map are skipped. A wall slab, a carved corridor, a cleared lane.
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```ludic
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# doc-check: skip — illustrative
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Map.rect(x: 9, y: 1, width: 2, height: 13, glyph: '.') # a lane the cover never blocks
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```
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docs/language/map/map-set.md
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docs/language/map/map-set.md
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---
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id: map-set
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name: Map.set
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category: map
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kind: namespace-method
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tokens: Map.set
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sig: Map.set(x: tx, y: ty, glyph: g)
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tip: Write one cell in place.
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order: 11
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ns: Map
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member: set
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---
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Writes one cell of the tilemap. A game edits the engine's grid directly — carving a door, placing a pillar — instead of keeping its own copy and re-stamping rows.
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```ludic
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# doc-check: skip — illustrative
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Map.set(x: 9, y: 0, glyph: '.') # open the north door
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```
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docs/language/map/map-to_tile.md
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docs/language/map/map-to_tile.md
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---
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id: map-to_tile
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name: Map.to_tile
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category: map
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kind: namespace-method
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tokens: Map.to_tile
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sig: Map.to_tile(pixel: IVec2) -> IVec2
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tip: The tile under a pixel position.
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order: 21
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ns: Map
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member: to_tile
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---
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Divides a pixel position by the tile size of the <code>Solids</code> config.
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```ludic
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# doc-check: skip — illustrative
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let tile = Map.to_tile(pixel: Collider.center(player))
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```
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docs/language/map/map-width.md
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docs/language/map/map-width.md
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---
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id: map-width
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name: Map.width
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category: map
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kind: namespace-method
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tokens: Map.width
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sig: Map.width() -> int
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tip: The map's width in cells.
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order: 18
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ns: Map
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member: width
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---
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The width set by <code>Map.size</code>.
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```ludic
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# doc-check: skip — illustrative
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for x in 0 .. Map.width() { … }
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```
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