- 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>
14 lines
507 B
Markdown
14 lines
507 B
Markdown
---
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id: tiled-object
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name: Tiled.object
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category: tiled
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kind: namespace-method
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tokens: Tiled.object
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sig: Tiled.object(map, layer: int, index: int) -> value
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tip: An object on an object layer by index.
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order: 21
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ns: Tiled
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member: object
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---
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Returns the object <a href="value"><code>Value</code></a> at <code>index</code> on object <code>layer</code> — its <code>x</code>/<code>y</code>/<code>width</code>/<code>height</code>, shape, <code>gid</code>, <code>type</code> (class) and <code>properties</code>.
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