The heart of Tiled support: load a map and draw it.
- rt_tmap model (Tmap/TmLayer/TmTileset in tiled.ludic): map header + ordered
layers (dense int32 GID arrays, heap-allocated to w*h, lifting the 96x64 cap)
+ tilesets. Built from the intermediate Value tree, so the TMX and TMJ paths
both feed it.
- GID resolver (Tiled.resolve): gid -> (tileset, localId, flipH/V/D); the three
flip flags masked off before the local-id lookup, returned alongside. gid==0
is empty.
- Image-backed render (Tiled.draw): every visible tile layer in file order,
blitting each tile from its tileset image with flips applied at draw.
- Compatibility projection (Tiled.project / auto on load): a designated
collision layer projects to the legacy byte tilemap ('#' solid, '=' one-way
via the oneway property, ' ' empty) so Grid.*/Path.*/esys_move are unchanged.
- Tiled.load resolves external tilesets + images relative to the map file and
auto-projects a collision/solids/walls layer.
- The grid and physics_tiles demos now run off a loaded map (grid_maze.tmx /
physics_map.tmx) instead of hand-authored Map.row strings, byte-identically.
Two compiler fixes fell out of this (see the changeset):
- emit_index_addr set g_addr_ty before evaluating the index, so slice[obj.field]
came back mis-typed; set it last, like the raw-pointer branches.
- @strcmp was declared by both the world table and the fs prelude; centralise
it in the head prelude so a game that uses Fs/Path links.
Proven by library/tiled_p1.ludic (14 assertions: loads+renders Kenney map
identically from .tmx and .tmj, flip mirroring) + the converted grid/
physics_tiles demos. x test: 92 passed; self-host bootstrap fixpoint intact.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
65 lines
2.3 KiB
Text
65 lines
2.3 KiB
Text
# grid.ludic — Grid.* tile geometry and pathfinding over the Map tilemap. A
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# tiny map with a wall maze; each assertion that holds prints its number, so a
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# full run prints: 1 2 3 4 5 6 7 8 9 10 11 12 13
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# Pathfinding is A* (runtime/native/grid.ludic), 4-connected, `'#'` = wall.
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program Grid {
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property Tag { v: int = 0 }
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model Marker { Tag }
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handler Boot phase Start {
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# The maze is now a loaded Tiled map (issue #69): its `collision` layer —
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# 1 = wall, 0 = open — projects to the same byte tilemap Map.row used to fill,
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# so every Grid.* / Path.* query below is byte-identical.
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# 01234567
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# row 0 ########
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# row 1 #......#
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# row 2 #.####.#
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# row 3 #....#.#
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# row 4 ########
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Tiled.load("assets/tiled-fixtures/grid_maze.tmx")
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# --- Bresenham line ---
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let hl = Grid.line(1, 1, 6, 1)
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if len(hl) == 6 { print(1) }
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let dl = Grid.line(0, 0, 3, 3)
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if len(dl) == 4 { print(2) }
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# --- line of sight (a clear corridor vs one crossing a wall) ---
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if Grid.line_of_sight(1, 1, 6, 1, '#') { print(3) }
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if not Grid.line_of_sight(1, 1, 4, 3, '#') { print(4) }
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# --- flood fill: every floor cell reachable from (1,1) ---
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if len(Grid.flood(1, 1, '#')) == 13 { print(5) }
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# --- A* shortest path around the maze ---
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let p = Grid.a_star(1, 1, 6, 3, '#')
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if len(p) == 8 { print(6) }
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if p[0].x == 1 and p[0].y == 1 { print(7) }
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let last = p[len(p) - 1]
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if last.x == 6 and last.y == 3 { print(8) }
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# the path is contiguous (each step 4-adjacent) and never crosses a wall
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var ok = true
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var i = 1
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while i < len(p) {
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let dx = p[i].x - p[i - 1].x
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let dy = p[i].y - p[i - 1].y
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var ad = dx
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if ad < 0 { ad = 0 - ad }
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var ay = dy
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if ay < 0 { ay = 0 - ay }
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if ad + ay != 1 { ok = false }
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if Grid.blocked(p[i].x, p[i].y, '#') { ok = false }
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i = i + 1
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}
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if ok { print(9) }
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# --- unreachable / blocked cases ---
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if len(Grid.a_star(1, 1, 3, 2, '#')) == 0 { print(10) } # (3,2) is a wall
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if Grid.blocked(3, 2, '#') { print(11) }
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if not Grid.blocked(1, 1, '#') { print(12) }
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if Grid.blocked(0 - 1, 0, '#') { print(13) } # out of bounds
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}
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handler Run phase Update { quit() }
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}
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