ludic/docs/language/map/map-row.md
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docs(api): per-symbol pages, fuzzy search, deep token linking, hover cards
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Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-29 17:53:22 +03:00

1.7 KiB

id name category kind tokens sig tip order ns member
map-row Map.row map namespace-method Map.row Map.row(y, cells) Fill one row of the tilemap from a string of tile characters. 1 Map row

Fills a single map row from a string, one character per cell — an easy, readable way to author a level directly in source. Character y selects the row (from the top, starting at 0), and each character of cells becomes the tile at that column. Call Map.size first, then one Map.row per row; the string length should match the map width. By convention '#' is a wall and '.' is open floor, but you may use any characters as your own tile codes and interpret them however you like with Map.tile.

Parameters:

  • y — the row index to fill, from the top (0-based)
  • cells — a string of tile characters, one per column
program HandDrawnLevel {
  const GRID_WIDTH: int = 10
  const GRID_HEIGHT: int = 5
  const TILE_SIZE: int = 16

  handler BuildLevel phase Start {
    Map.size(width: GRID_WIDTH, height: GRID_HEIGHT)
    Map.row(y: 0, cells: "##########")
    Map.row(y: 1, cells: "#........#")
    Map.row(y: 2, cells: "#..####..#")
    Map.row(y: 3, cells: "#........#")
    Map.row(y: 4, cells: "##########")
  }

  handler DrawWorld phase Render {
    Screen.clear(Color.MidnightBlue)
    for row in 0 .. GRID_HEIGHT {
      for column in 0 .. GRID_WIDTH {
        if Map.tile(x: column, y: row) == '#' {
          Screen.fill_rectangle(
            x: column * TILE_SIZE,
            y: row * TILE_SIZE,
            width: TILE_SIZE,
            height: TILE_SIZE,
            color: Color.White)
        }
      }
    }
    Screen.show()
  }
}