ludic/changes/tiled-maps.md
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feat(engine): Tiled P3 — animated tiles (deterministic frame clock) + tile objects (#71)
- Animated tiles: a tileset <animation>'s {tileid, duration} frames advance as a
  pure function of the fixed 60/s engine frame counter (the same clock SpriteAnim
  rides), so an animated GID resolves at draw to the current frame's GID with its
  flip flags preserved — deterministic, frame-identical across runs, ticks for
  free. Tiled.frame_gid(map, gid, frame) / Tiled.animated(map, gid) expose it;
  Tiled.draw_anim(map, camx, camy, frame) draws a map with animations advanced.
- Tile objects: object-layer entries with a `gid` draw the tile image (with their
  own flip flags), bottom-anchored at the object position, as placeable sprites;
  tmap_draw_full now renders object layers alongside tile layers.

Proven by library/tiled_p3.ludic (14 assertions): frame advance at authored
durations + wrap, flip flags riding an animation swap, tile-object parse + draw +
flip mirroring, and the design's named rpg/beach_tileset.tsx (33 <animation>
blocks / 131 frames). x test: 94 passed.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-09-01 14:58:21 +03:00

2.7 KiB
Raw Blame History

bump: minor type: feat

Tiled map support (#67–#74) — load and draw Tiled maps (TMX/TSX/TX and TMJ/TSJ/TJ), the design record from #66.

  • P0 parsing primitives (#67) — a minimal pure-Ludic XML reader (Xml.*) for the element/attribute/CDATA subset TMX/TSX/TX use; standard base64 decode/encode (Base64.*, RFC 4648), whose decoder ignores the whitespace Tiled wraps into <data>; and gzip framing (z_gunzip, RFC 1952) wrapping the existing DEFLATE inflater. zlib and the JSON reader already shipped. A curated, attributed golden corpus lands under assets/tiled-fixtures/.
  • P0.5 TMX/TSX reader (#68) — Tiled.read / Tiled.read_tsx map the native XML formats onto the same intermediate the JSON path produces — a Value tree in Tiled's JSON schema, with every tile layer's data decoded to a dense GID list (CSV, base64, base64+zlib, base64+gzip). A CSV .tmx and a base64+zlib .tmj of the same map read structurally identically; the in-repo Kenney sampleMap.tmx + external sampleSheet.tsx load with no manual JSON re-export.
  • P1 core load + render (#69) — the runtime rt_tmap model (heap-allocated to w·h, lifting the old 96×64 cap), the GID resolver (Tiled.resolve → tileset / local id / H·V·D flips), image-backed rendering (Tiled.draw, flips applied at blit), and the legacy-tilemap compatibility projection so Grid.*/Path.*/esys_move keep working. Tiled.load reads either format, resolves external tilesets + images, and auto-projects a collision layer. The Kenney sample loads and renders pixel-identically from .tmx and .tmj; the grid and physics_tiles demos now run off a loaded map.
  • P2 collision & grid (#70) — normalise three collision sources into the byte tilemap esys_move/Grid.*/Path.* read, in the design's priority order: per-tile <objectgroup> hitboxes, the solid/oneway/trigger property convention (Tiled.collision_kind/Tiled.tile_shapes), and the designated collision layer (Tiled.project, any non-zero GID solid) — or drive collision from a visual layer's per-tile metadata alone (Tiled.collide). The property convention and the collision-layer fallback produce the same feed; Path.a_star over a loaded map matches the hand-authored baseline.
  • P3 animated tiles + tile objects (#71) — a tileset <animation> advances deterministically as a pure function of the fixed 60/s engine frame clock (Tiled.frame_gid/Tiled.animated), so an animated GID resolves at draw to the current frame's GID with its flip flags preserved and reproduces frame-for-frame across runs; Tiled.draw_anim draws a map with animations advanced. Object-layer entries with a gid render the tile image (with their own flips), bottom-anchored, as placeable sprites.