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Author SHA1 Message Date
bf36bc8a8f refactor(runtime,packages,examples): named constants, package enums, idiom sweep
- 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>
2026-09-05 01:12:26 +03:00
bc301c8d17 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>
2026-09-01 14:43:29 +03:00