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64 lines
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3.2 KiB
HTML
<!doctype html>
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<html lang="en">
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<head>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, initial-scale=1">
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<title>Map.tile — Ludic</title>
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<meta name="description" content="Read the tile character at a cell (out-of-bounds reads answer '#').">
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<link rel="stylesheet" href="base.css">
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<link rel="stylesheet" href="docs.css">
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</head>
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<body>
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<header class="nav"><div class="wrap nav-in"><a class="brand" href="index.html"><span class="logo">L</span> Ludic</a><button class="nav-toggle" aria-label="Toggle menu" aria-expanded="false">☰</button><nav class="nav-links"><a href="index.html">Home</a><a href="api.html">API Reference</a><a class="nav-cta" href="https://git.workshopsoft.io/workshopsoft/ludic">Source ↗</a></nav></div></header>
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<main class="wrap item">
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<div class="crumbs"><a href="api.html">API Reference</a> <span>›</span> <a href="ns-map.html">Map — tilemap</a> <span>›</span> <span class="here">Map.tile</span></div>
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<div class="item-head">
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<span class="kind-badge kind-method">method</span>
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<h1 id="top">Map.tile</h1>
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</div>
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<code class="sig">Map.tile(x, y) -> int</code>
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<div class="desc"><p>Reads the tile character at cell <code>(x, y)</code> and returns it as a character code, so you can compare it against literals like <code>'#'</code> or <code>'.'</code>. Use it for collision checks (is the cell ahead a wall?), rendering the map, or querying your own custom tile codes. Cells outside the map you set with <code>Map.size</code> answer <code>'#'</code>, so the border of the world acts as a wall automatically and you never need special edge-of-map handling. Coordinates are cell indices, not pixels.</p></div>
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<div class="params"><h2>Parameters</h2><div class="param" id="param-x"><code class="pname">x</code><span class="pdesc">the cell column to read (<code>0</code>-based)</span></div><div class="param" id="param-y"><code class="pname">y</code><span class="pdesc">the cell row to read (<code>0</code>-based)</span></div></div>
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<div class="examples"><h2>Example</h2><pre data-lang="ludic">program WallCollision {
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property Position { column: int = 0, row: int = 0 }
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model Player { Position }
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const TILE_SIZE: int = 16
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handler BuildLevel phase Start {
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Map.size(width: 8, height: 4)
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Map.row(y: 0, cells: "########")
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Map.row(y: 1, cells: "#..##..#")
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Map.row(y: 2, cells: "#......#")
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Map.row(y: 3, cells: "########")
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spawn Player { Position { column: 1, row: 2 } }
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}
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handler MovePlayer phase Update {
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for (Position) in query [Position, {Player}] {
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let next_column = Position.column + 1
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if Map.tile(x: next_column, y: Position.row) != '#' {
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Position.column = next_column
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}
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}
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}
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handler DrawWorld phase Render {
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Screen.clear(Color.MidnightBlue)
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for (Position) in query [Position, {Player}] {
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Screen.fill_rectangle(
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x: Position.column * TILE_SIZE,
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y: Position.row * TILE_SIZE,
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width: TILE_SIZE,
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height: TILE_SIZE,
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color: Color.LimeGreen)
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}
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Screen.show()
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}
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}</pre></div>
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<a class="back" href="api.html">← All symbols</a>
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</main>
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<script src="ludic-highlight.js"></script>
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<script>Ludic.highlightAll(); Ludic.installCards(); Ludic.flashTarget();</script>
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</body></html> |