- Object layers: all shapes (rectangle/ellipse/point/polygon/polyline/text) and custom properties parse and are queryable — Tiled.object_count / Tiled.object / Tiled.object_shape, and Tiled.prop / prop_int / prop_type over any object / tile / layer / map. - Custom types: Tiled.load_types reads an objecttypes.xml project custom-type table so a class property resolves its default; enum values resolve as strings. - Templates: Tiled.template reads a .tx/.tj, and Tiled.load merges each object's `template` reference under the instance's overrides (field inheritance). - Opt-in spawning: Tiled.spawn / Tiled.spawn_layer map an object's class + properties onto Ludic components through the reflection ABI (Position from x/y, each property to a like-named field). Off by default — no gameplay coupling in the core load. Split into tiled_spawn.ludic, spliced only for a Tiled *game* (the world table exists only under has_ecs), so a plain map-reading tool never links against the reflection ABI. Proven by library/tiled_p4.ludic (18 assertions) incl. the design's named orthogonal-outside.tmx object shapes. x test: 95 passed. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
19 lines
1.1 KiB
XML
19 lines
1.1 KiB
XML
<?xml version="1.0" encoding="UTF-8"?>
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<!-- Hand-authored P4 fixture: object shapes, custom types, templates (issue #72). CC0. -->
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<map version="1.10" tiledversion="1.10.2" orientation="orthogonal" renderorder="right-down" width="16" height="16" tilewidth="16" tileheight="16" infinite="0" nextlayerid="3" nextobjectid="13">
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<objectgroup id="1" name="shapes">
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<object id="1" x="10" y="10" width="20" height="30"/>
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<object id="2" x="40" y="10" width="20" height="20"><ellipse/></object>
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<object id="3" x="70" y="10"><point/></object>
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<object id="4" x="90" y="10"><polygon points="0,0 16,0 16,16 0,16"/></object>
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<object id="5" x="120" y="10"><polyline points="0,0 10,10 20,0"/></object>
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<object id="6" x="10" y="60" width="80" height="20"><text pixelsize="12" halign="center">Hello</text></object>
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</objectgroup>
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<objectgroup id="2" name="spawns">
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<object id="10" type="Enemy" x="32" y="48" width="16" height="16">
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<properties><property name="hp" type="int" value="99"/></properties>
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</object>
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<object id="11" type="Enemy" x="64" y="48" width="16" height="16"/>
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<object id="12" template="p4_enemy.tx" x="80" y="48"/>
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</objectgroup>
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</map>
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