- runtime: HEADLESS_FRAME_PATH, STICK_DEADZONE / STICK_LEFT_X/Y, key and byte codes as char literals throughout (`k == 'w'`, `fill(rt_map, ' ', …)`) - ludic.gameplay/stats: drop the duplicate `stat_field` (it answered "atk" for every build stat); Stats.base uses stats_field_name - ludic.shooter: compare aim modes and fire patterns with AimMode.* and WeaponPattern.* instead of raw ints; STICK_RIGHT_X/Y - ludic.npcai: DecisionMade / brain_set_state use AiState.* - examples/games/menu.ludic uses Font.load / Ui.* with FONT_PATH and BACKDROP named; strings.ludic header says what it prints - whole tree: `x = x + 1` → `x += 1` (single-term right-hand sides only), `0 - x` → `-x`, ASCII codes → char literals; every .ludic and every ```ludic fence reformatted with the fixed formatter (whitespace only) Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
47 lines
2.3 KiB
Text
47 lines
2.3 KiB
Text
# tiled_p6.ludic — Tiled P6 scale (issue #74): infinite/chunked maps, `.world`
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# stitching, and base64+zstd layer decompression. Chunks flatten into the dense
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# layer; a `.world` lists its member maps at their offsets; and a real zstd frame
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# (a low-entropy tile layer, as a tilemap produces) decompresses byte-exactly.
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#
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# A full run prints: 1 2 3 4 5 6 7 8 9 10 11 12
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program TiledP6 {
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entry {
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# --- infinite/chunked TMX: two 16x16 chunks flatten into a 32x16 layer ---
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let m = Tiled.read("assets/tiled-fixtures/infinite_map.tmx")
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let l = Value.at(Value.get(m, "layers"), 0)
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if Value.as_int(Value.get(l, "width")) == 32 { print(1) }
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if Value.as_int(Value.get(l, "height")) == 16 { print(2) }
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let d = Value.get(l, "data")
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if Value.count(d) == 512 { print(3) } # 32 * 16
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if Value.as_int(Value.at(d, 0)) == 1 { print(4) } # chunk0 (0,0) = wall
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if Value.as_int(Value.at(d, 511)) == 2 { print(5) } # chunk1 (15,15)
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if Value.as_int(Value.at(d, 16)) == 3 { print(6) } # chunk1 (0,0) = floor
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# --- infinite/chunked TMJ: same map flattens identically ---
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let mj = Tiled.read("assets/tiled-fixtures/infinite_map.tmj")
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let dj = Value.get(Value.at(Value.get(mj, "layers"), 0), "data")
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if Value.count(dj) == 512 and Value.as_int(Value.at(dj, 0)) == 1 and Value.as_int(Value.at(dj, 511)) == 2 { print(7) }
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# --- .world stitching: member maps at their offsets ---
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let w = Tiled.world("assets/tiled-fixtures/demo.world")
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if Tiled.world_count(w) == 2 { print(8) }
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let w0 = Tiled.world_map(w, 0)
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if Value.as_str(Value.get(w0, "fileName")) == "zstd_map.tmx" and Value.as_int(Value.get(w0, "x")) == 0 { print(9) }
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let w1 = Tiled.world_map(w, 1)
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if Value.as_str(Value.get(w1, "fileName")) == "grid_maze.tmx" and Value.as_int(Value.get(w1, "x")) == 384 { print(10) }
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# --- base64+zstd: the zstd layer decompresses to the CSV baseline ---
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let z = Tiled.read("assets/tiled-fixtures/zstd_map.tmx")
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let zl = Value.get(z, "layers")
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let csv = Value.get(Value.at(zl, 0), "data")
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let zstd = Value.get(Value.at(zl, 1), "data")
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if Value.count(zstd) == 384 { print(11) }
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var same = 1
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var i = 0
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while i < Value.count(csv) {
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if Value.as_int(Value.at(csv, i)) != Value.as_int(Value.at(zstd, i)) { same = 0 }
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i += 1
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}
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if same == 1 { print(12) }
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}
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}
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