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

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Markdown

---
id: map-row
name: Map.row
category: map
kind: namespace-method
tokens: Map.row
sig: Map.row(y, cells)
tip: Fill one row of the tilemap from a string of tile characters.
order: 1
ns: Map
member: 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 <code>y</code> selects the row (from the top, starting at <code>0</code>), and each character of <code>cells</code> becomes the tile at that column. Call <code>Map.size</code> first, then one <code>Map.row</code> per row; the string length should match the map width. By convention <code>'#'</code> is a wall and <code>'.'</code> is open floor, but you may use any characters as your own tile codes and interpret them however you like with <code>Map.tile</code>.
Parameters:
- `y` — the row index to fill, from the top (`0`-based)
- `cells` — a string of tile characters, one per column
```ludic
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()
}
}
```