The heart of Tiled support: load a map and draw it.
- rt_tmap model (Tmap/TmLayer/TmTileset in tiled.ludic): map header + ordered
layers (dense int32 GID arrays, heap-allocated to w*h, lifting the 96x64 cap)
+ tilesets. Built from the intermediate Value tree, so the TMX and TMJ paths
both feed it.
- GID resolver (Tiled.resolve): gid -> (tileset, localId, flipH/V/D); the three
flip flags masked off before the local-id lookup, returned alongside. gid==0
is empty.
- Image-backed render (Tiled.draw): every visible tile layer in file order,
blitting each tile from its tileset image with flips applied at draw.
- Compatibility projection (Tiled.project / auto on load): a designated
collision layer projects to the legacy byte tilemap ('#' solid, '=' one-way
via the oneway property, ' ' empty) so Grid.*/Path.*/esys_move are unchanged.
- Tiled.load resolves external tilesets + images relative to the map file and
auto-projects a collision/solids/walls layer.
- The grid and physics_tiles demos now run off a loaded map (grid_maze.tmx /
physics_map.tmx) instead of hand-authored Map.row strings, byte-identically.
Two compiler fixes fell out of this (see the changeset):
- emit_index_addr set g_addr_ty before evaluating the index, so slice[obj.field]
came back mis-typed; set it last, like the raw-pointer branches.
- @strcmp was declared by both the world table and the fs prelude; centralise
it in the head prelude so a game that uses Fs/Path links.
Proven by library/tiled_p1.ludic (14 assertions: loads+renders Kenney map
identically from .tmx and .tmj, flip mirroring) + the converted grid/
physics_tiles demos. x test: 92 passed; self-host bootstrap fixpoint intact.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
14 lines
691 B
Markdown
14 lines
691 B
Markdown
---
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id: tiled-load
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name: Tiled.load
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category: tiled
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kind: namespace-method
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tokens: Tiled.load
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sig: Tiled.load(path: string) -> map
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tip: Load a map file into the runtime map model.
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order: 3
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ns: Tiled
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member: load
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---
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Reads a map file (TMX or TMJ), builds the runtime <code>rt_tmap</code> model — resolving external tilesets and loading their images relative to the map file — and projects the designated collision layer (a tile layer named <code>collision</code>/<code>solids</code>/<code>walls</code>) down to the legacy byte tilemap so <a href="grid"><code>Grid</code></a>/<a href="path"><code>Path</code></a> and <code>esys_move</code> keep working unchanged. Returns the loaded map.
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