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57 lines
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<title>Map.size — Ludic</title>
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<meta name="description" content="Set the tilemap dimensions in cells before filling rows.">
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<header class="nav"><div class="wrap nav-in"><a class="brand" href="index.html"><span class="logo">L</span> Ludic</a><button class="nav-toggle" aria-label="Toggle menu" aria-expanded="false">☰</button><nav class="nav-links"><a href="index.html">Home</a><a href="api.html">API Reference</a><a class="nav-cta" href="https://git.workshopsoft.io/workshopsoft/ludic">Source ↗</a></nav></div></header>
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<div class="crumbs"><a href="api.html">API Reference</a> <span>›</span> <a href="ns-map.html">Map — tilemap</a> <span>›</span> <span class="here">Map.size</span></div>
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<div class="item-head">
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<span class="kind-badge kind-method">method</span>
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<h1 id="top">Map.size</h1>
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</div>
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<code class="sig">Map.size(width, height)</code>
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<div class="desc"><p>Declares the dimensions of the built-in tilemap, in cells (not pixels). Call it once during a <code>Start</code>-phase handler before you fill the map with <code>Map.row</code>, so the runtime knows how many columns and rows to allocate. The tilemap is a lightweight, character-based grid the whole program can read with <code>Map.tile</code>, which is handy for static level geometry such as walls and floors. Reads outside these bounds are treated as a wall character, so the edge of the world is solid for free.</p></div>
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<div class="params"><h2>Parameters</h2><div class="param" id="param-width"><code class="pname">width</code><span class="pdesc">the map width in cells (columns)</span></div><div class="param" id="param-height"><code class="pname">height</code><span class="pdesc">the map height in cells (rows)</span></div></div>
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<div class="examples"><h2>Example</h2><pre data-lang="ludic">program LevelBounds {
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const GRID_WIDTH: int = 12
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const GRID_HEIGHT: int = 4
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const TILE_SIZE: int = 16
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handler BuildLevel phase Start {
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Map.size(width: GRID_WIDTH, height: GRID_HEIGHT)
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Map.row(y: 0, cells: "############")
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Map.row(y: 1, cells: "#..........#")
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Map.row(y: 2, cells: "#..........#")
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Map.row(y: 3, cells: "############")
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}
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handler DrawWorld phase Render {
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Screen.clear(Color.MidnightBlue)
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for row in 0 .. GRID_HEIGHT {
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for column in 0 .. GRID_WIDTH {
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if Map.tile(x: column, y: row) == '#' {
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Screen.fill_rectangle(
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x: column * TILE_SIZE,
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y: row * TILE_SIZE,
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width: TILE_SIZE,
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height: TILE_SIZE,
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color: Color.White)
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}
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}
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}
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Screen.show()
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}
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}</pre></div>
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