Normalise three collision sources into the byte tilemap esys_move / Grid.* / Path.* read, in the design's priority order (§3.5): - per-tile <objectgroup> hitboxes (Tiled.tile_shapes) — the precise source; - the solid/oneway/trigger bool property convention (Tiled.collision_kind); - the designated collision layer — any non-zero GID solid (Tiled.project), the fallback source, applied automatically on load. Tiled.collide drives collision from a visual layer's per-tile metadata alone (a tile with no collision metadata stays passable). tmap_collision_kind classifies a GID (0 none / 1 solid / 2 one-way / 3 trigger) from its metadata; the projection adds the collision-layer fallback. Proven by library/tiled_p2.ludic (14 assertions): kind classification for each source, the property convention and collision-layer fallback producing an identical Solids feed, a per-tile-<objectgroup> floor blocking an esys_move mover, and A* over a loaded map matching the hand-authored baseline. x test: 93 passed. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
47 lines
1.6 KiB
XML
47 lines
1.6 KiB
XML
<?xml version="1.0" encoding="UTF-8"?>
|
|
<!-- Hand-authored P2 collision fixture (issue #70). CC0. -->
|
|
<map version="1.10" tiledversion="1.10.2" orientation="orthogonal" renderorder="right-down" width="16" height="10" tilewidth="16" tileheight="16" infinite="0" nextlayerid="4" nextobjectid="1">
|
|
<tileset firstgid="1" source="p2_tiles.tsx"/>
|
|
<layer id="1" name="collision" width="16" height="10">
|
|
<data encoding="csv">
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
|
0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,
|
|
0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
|
0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,
|
|
0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
|
</data>
|
|
</layer>
|
|
<layer id="2" name="props" width="16" height="10">
|
|
<data encoding="csv">
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
|
0,0,4,4,4,0,0,0,0,0,0,0,0,0,0,0,
|
|
0,0,0,0,0,0,0,0,0,0,4,0,0,0,0,0,
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
|
0,0,0,0,0,0,4,0,0,0,0,0,0,0,0,0,
|
|
0,0,0,0,0,0,4,0,0,0,0,0,0,0,0,0,
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
|
</data>
|
|
</layer>
|
|
<layer id="3" name="floor" width="16" height="10">
|
|
<data encoding="csv">
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
|
2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
|
</data>
|
|
</layer>
|
|
</map>
|