--- id: map-size name: Map.size category: map kind: namespace-method tokens: Map.size sig: Map.size(width, height) tip: Set the tilemap dimensions in cells before filling rows. order: 0 ns: Map member: size --- Declares the dimensions of the built-in tilemap, in cells (not pixels). Call it once during a Start-phase handler before you fill the map with Map.row, so the runtime knows how many columns and rows to allocate. The tilemap is a lightweight, character-based grid the whole program can read with Map.tile, which is handy for static level geometry such as walls and floors. Reads outside these bounds are treated as a wall character, so the edge of the world is solid for free. Parameters: - `width` — the map width in cells (columns) - `height` — the map height in cells (rows) ```ludic program LevelBounds { const GRID_WIDTH: int = 12 const GRID_HEIGHT: int = 4 const TILE_SIZE: int = 16 handler BuildLevel phase Start { Map.size(width: GRID_WIDTH, height: GRID_HEIGHT) Map.row(y: 0, cells: "############") Map.row(y: 1, cells: "#..........#") Map.row(y: 2, cells: "#..........#") Map.row(y: 3, cells: "############") } handler DrawWorld phase Render { Screen.clear(Color.MidnightBlue) for row in 0 .. GRID_HEIGHT { for column in 0 .. GRID_WIDTH { if Map.tile(x: column, y: row) == '#' { Screen.fill_rectangle( x: column * TILE_SIZE, y: row * TILE_SIZE, width: TILE_SIZE, height: TILE_SIZE, color: Color.White) } } } Screen.show() } } ```