feat(engine): Tiled P1 — rt_tmap model + GID resolver + render + projection (#69)
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>
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@ -35,13 +35,13 @@ program PhysicsTiles {
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let f_grd = World.field_id(pb, "on_ground")
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let f_hw = World.field_id(pb, "hit_wall")
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# 16px tiles; '#' (35) is solid, '=' (61) is a one-way platform.
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Map.size(16, 10)
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Map.row(4, " === ") # one-way platform, cols 10-12 (y 64)
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Map.row(5, " # ") # wall column, col 6, rows 5-7
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Map.row(6, " # ")
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Map.row(7, " # ")
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Map.row(8, "################") # solid floor, row 8 (top edge y 128)
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# 16px tiles; the map is now a loaded Tiled map (issue #69). Its `collision`
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# layer projects to the same byte tilemap: a non-zero GID becomes '#' (35,
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# solid), and a GID whose tile carries the bool `oneway` property becomes
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# '=' (61), a one-way platform — so esys_move sees the identical grid.
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# one-way platform, cols 10-12 (y 64); wall column, col 6, rows 5-7;
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# solid floor, row 8 (top edge y 128).
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Tiled.load("assets/tiled-fixtures/physics_map.tmx")
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spawn Config { Solids { tile: 16, wall: 35, oneway: 61 } }
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# ---- T1. fall and land on the tile floor -------------------------------
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