- 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
551 B
Markdown
14 lines
551 B
Markdown
---
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id: tiled-prop
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name: Tiled.prop
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category: tiled
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kind: namespace-method
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tokens: Tiled.prop
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sig: Tiled.prop(container, name: string) -> string
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tip: A custom property's value, with class-default fallback.
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order: 23
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ns: Tiled
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member: prop
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---
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Returns the string value of custom property <code>name</code> on <code>container</code> (an object / tile / layer / map), falling back to the container class's default from the project custom-type table (<a href="tiled-load_types"><code>Tiled.load_types</code></a>). <code>""</code> when absent everywhere.
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