- runtime: HEADLESS_FRAME_PATH, STICK_DEADZONE / STICK_LEFT_X/Y, key and
byte codes as char literals throughout (`k == 'w'`, `fill(rt_map, ' ', …)`)
- ludic.gameplay/stats: drop the duplicate `stat_field` (it answered "atk"
for every build stat); Stats.base uses stats_field_name
- ludic.shooter: compare aim modes and fire patterns with AimMode.* and
WeaponPattern.* instead of raw ints; STICK_RIGHT_X/Y
- ludic.npcai: DecisionMade / brain_set_state use AiState.*
- examples/games/menu.ludic uses Font.load / Ui.* with FONT_PATH and
BACKDROP named; strings.ludic header says what it prints
- whole tree: `x = x + 1` → `x += 1` (single-term right-hand sides only),
`0 - x` → `-x`, ASCII codes → char literals; every .ludic and every
```ludic fence reformatted with the fixed formatter (whitespace only)
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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>
Grid.* operates on the Map tilemap (Map.size/Map.row): a cell is passable unless
it is out of bounds or holds the caller's `wall` tile (a char code, e.g. '#'), so
any impassable glyph works. Everything is integer and deterministic.
- Grid.line(x0,y0,x1,y1) -> []Cell Bresenham line cells (LOS/raycast base)
- Grid.blocked(x,y,wall) -> bool the shared passability test
- Grid.line_of_sight(x0,y0,x1,y1,wall) unobstructed straight line?
- Grid.flood(x,y,wall) -> []Cell 4-connected reachable region (BFS)
- Grid.a_star(x0,y0,x1,y1,wall) -> []Cell shortest 4-connected path (A*,
Manhattan heuristic), empty if unreachable
The engine (runtime/native/grid.ludic, ~150 lines of Ludic, C-free) is spliced
into a game via core.ludic since it reads the tilemap runtime; returned Cell
slices are ordinary Ludic slices (`len` / `[i]`; each cell has `.x` `.y`).
Pathfinding lives under Grid rather than a `Path` namespace — that name is
already the filesystem-paths library (#10).
Verified against Python references: a 1500-case fuzzer over random maps agrees
exactly on A* path length (optimal, == BFS), flood-fill count, and line-of-sight.
examples/library/grid.ludic asserts the behaviour and is wired into `x test`
(now 61 passed); docs: a Grid section + 5 per-symbol pages, inventory/coverage
green. Seed reseeded; the C-free bootstrap fixpoint holds.
Scope: this lands the Grid.*/pathfinding half of #24. The ECS Query.* helpers
(count/first, and nearest/within which want a runtime spatial index) remain the
tracked follow-up the issue calls out as blocked.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>