ludic/docs/language/tiled/tiled-collide.md
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feat(stdlib): Tiled P2 — collision normalisation into the Solids feed (#70)
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>
2026-09-01 14:50:27 +03:00

14 lines
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Markdown

---
id: tiled-collide
name: Tiled.collide
category: tiled
kind: namespace-method
tokens: Tiled.collide
sig: Tiled.collide(map, layer: int) -> void
tip: Drive collision from per-tile metadata.
order: 14
ns: Tiled
member: collide
---
Projects a layer to the byte tilemap driving collision from per-tile metadata alone — a tile's <code>&lt;objectgroup&gt;</code> hitbox or its <code>solid</code>/<code>oneway</code>/<code>trigger</code> property — so a tile with no collision metadata stays passable. Use this to drive collision from a visual layer; <a href="tiled-project"><code>Tiled.project</code></a> is the designated-collision-layer form where any non-zero GID is solid.