feat(engine): Tiled P1 — rt_tmap model + GID resolver + render + projection (#69)
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The heart of Tiled support: load a map and draw it.

- rt_tmap model (Tmap/TmLayer/TmTileset in tiled.ludic): map header + ordered
  layers (dense int32 GID arrays, heap-allocated to w*h, lifting the 96x64 cap)
  + tilesets. Built from the intermediate Value tree, so the TMX and TMJ paths
  both feed it.
- GID resolver (Tiled.resolve): gid -> (tileset, localId, flipH/V/D); the three
  flip flags masked off before the local-id lookup, returned alongside. gid==0
  is empty.
- Image-backed render (Tiled.draw): every visible tile layer in file order,
  blitting each tile from its tileset image with flips applied at draw.
- Compatibility projection (Tiled.project / auto on load): a designated
  collision layer projects to the legacy byte tilemap ('#' solid, '=' one-way
  via the oneway property, ' ' empty) so Grid.*/Path.*/esys_move are unchanged.
- Tiled.load resolves external tilesets + images relative to the map file and
  auto-projects a collision/solids/walls layer.
- The grid and physics_tiles demos now run off a loaded map (grid_maze.tmx /
  physics_map.tmx) instead of hand-authored Map.row strings, byte-identically.

Two compiler fixes fell out of this (see the changeset):
- emit_index_addr set g_addr_ty before evaluating the index, so slice[obj.field]
  came back mis-typed; set it last, like the raw-pointer branches.
- @strcmp was declared by both the world table and the fs prelude; centralise
  it in the head prelude so a game that uses Fs/Path links.

Proven by library/tiled_p1.ludic (14 assertions: loads+renders Kenney map
identically from .tmx and .tmj, flip mirroring) + the converted grid/
physics_tiles demos. x test: 92 passed; self-host bootstrap fixpoint intact.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-01 14:43:29 +03:00
parent 071c268de7
commit bc301c8d17
29 changed files with 12932 additions and 9582 deletions

View file

@ -7,13 +7,16 @@ program Grid {
model Marker { Tag }
handler Boot phase Start {
# The maze is now a loaded Tiled map (issue #69): its `collision` layer —
# 1 = wall, 0 = open — projects to the same byte tilemap Map.row used to fill,
# so every Grid.* / Path.* query below is byte-identical.
# 01234567
Map.size(8, 5)
Map.row(0, "########")
Map.row(1, "#......#")
Map.row(2, "#.####.#")
Map.row(3, "#....#.#")
Map.row(4, "########")
# row 0 ########
# row 1 #......#
# row 2 #.####.#
# row 3 #....#.#
# row 4 ########
Tiled.load("assets/tiled-fixtures/grid_maze.tmx")
# --- Bresenham line ---
let hl = Grid.line(1, 1, 6, 1)