- Animated tiles: a tileset <animation>'s {tileid, duration} frames advance as a
pure function of the fixed 60/s engine frame counter (the same clock SpriteAnim
rides), so an animated GID resolves at draw to the current frame's GID with its
flip flags preserved — deterministic, frame-identical across runs, ticks for
free. Tiled.frame_gid(map, gid, frame) / Tiled.animated(map, gid) expose it;
Tiled.draw_anim(map, camx, camy, frame) draws a map with animations advanced.
- Tile objects: object-layer entries with a `gid` draw the tile image (with their
own flip flags), bottom-anchored at the object position, as placeable sprites;
tmap_draw_full now renders object layers alongside tile layers.
Proven by library/tiled_p3.ludic (14 assertions): frame advance at authored
durations + wrap, flip flags riding an animation swap, tile-object parse + draw +
flip mirroring, and the design's named rpg/beach_tileset.tsx (33 <animation>
blocks / 131 frames). x test: 94 passed.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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id: tiled-frame_gid name: Tiled.frame_gid category: tiled kind: namespace-method tokens: Tiled.frame_gid sig: Tiled.frame_gid(map, gid: int, frame: int) -> int tip: The current GID of an animated tile at a frame. order: 18 ns: Tiled member: frame_gid
Returns the GID an (animated) gid resolves to at engine frame: elapsed ms = frame * 1000 / 60, walked across the tileset <animation>'s frame durations to the current frame's tile — its flip flags preserved. A GID with no animation passes through unchanged.