- 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>
84 lines
3.7 KiB
Text
84 lines
3.7 KiB
Text
# tiled_p2.ludic — Tiled P2 collision & grid integration (issue #70). Normalises
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# three collision sources into the byte tilemap esys_move / Grid.* / Path.* read:
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# per-tile <objectgroup> hitboxes, the solid/oneway/trigger property convention,
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# and the designated collision layer (any non-zero GID is solid). Proves the
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# property convention and the collision-layer fallback produce the same feed, a
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# per-tile-shape floor blocks a mover, and A* over a loaded map matches baseline.
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#
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# A full run prints: 1 2 3 4 5 6 7 8 9 10 11 12 13 14
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program TiledP2 {
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property Position { x: int = 0, y: int = 0 }
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property Body {
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vx: fixed = 0.0, vy: fixed = 0.0,
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gravity: fixed = 0.0, max_fall: fixed = 0.0,
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rx: fixed = 0.0, ry: fixed = 0.0,
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policy: int = 0,
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on_ground: int = 0, hit_wall: int = 0, hit_ceiling: int = 0
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}
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property Collider { w: int = 0, h: int = 0, offx: int = 0, offy: int = 0, is_trigger: int = 0, one_way: int = 0, layer: int = 0, mask: int = 0 }
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property Solids { tile: int = 0, wall: int = 0, oneway: int = 0 }
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# count solid ('#') cells and hash the whole byte tilemap (deterministic).
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function grid_solids() -> int {
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var n = 0
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var y = 0
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while y < 10 { var x = 0
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while x < 16 { if rt_tile(x, y) == 35 { n += 1 }; x += 1 }
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y += 1 }
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return n
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}
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function grid_hash() -> int {
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var h = 0
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var y = 0
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while y < 10 { var x = 0
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while x < 16 { h = h * 31 + rt_tile(x, y); x += 1 }
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y += 1 }
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return h
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}
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handler Boot phase Start {
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let m = Tiled.load("assets/tiled-fixtures/p2_map.tmx")
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# --- collision_kind classifies each metadata source (0 none,1 solid,2 one-way,3 trigger) ---
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if Tiled.collision_kind(m, 1) == 0 { print(1) } # plain tile — no metadata
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if Tiled.collision_kind(m, 2) == 1 { print(2) } # <objectgroup> shape -> solid
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if Tiled.collision_kind(m, 3) == 2 { print(3) } # oneway property
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if Tiled.collision_kind(m, 4) == 1 { print(4) } # solid property
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if Tiled.collision_kind(m, 5) == 3 { print(5) } # trigger property
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if Tiled.tile_shapes(m, 2) == 1 { print(6) }
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if Tiled.tile_shapes(m, 1) == 0 { print(7) }
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# --- same feed: collision-layer fallback vs property convention ---
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Tiled.project(m, 0) # "collision": plain tiles, non-zero = solid
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let solids = grid_solids()
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let h1 = grid_hash()
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if solids == 6 { print(8) }
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Tiled.collide(m, 1) # "props": solid-property tiles, metadata only
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if grid_hash() == h1 { print(9) } # identical Solids feed
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# --- A* over a loaded map matches the hand-authored-map baseline ---
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Tiled.load("assets/tiled-fixtures/grid_maze.tmx") # auto-projects its collision layer
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let p = Grid.a_star(1, 1, 6, 3, '#')
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if len(p) == 8 { print(10) }
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if p[0].x == 1 and p[0].y == 1 { print(11) }
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let last = p[len(p) - 1]
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if last.x == 6 and last.y == 3 { print(12) }
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# --- a per-tile-shape floor blocks an esys_move mover ---
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let m2 = Tiled.load("assets/tiled-fixtures/p2_map.tmx")
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Tiled.collide(m2, 2) # "floor": <objectgroup> tiles across row 8
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spawn Config { Solids { tile: 16, wall: 35, oneway: 61 } }
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spawn Runner { Position { x: 32, y: 16 }, Body { gravity: fixed(1), max_fall: fixed(6) }, Collider { w: 16, h: 16 } }
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let pb = World.prop_id("Body")
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let pp = World.prop_id("Position")
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let f_y = World.field_id(pp, "y")
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let f_grd = World.field_id(pb, "on_ground")
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let a = World.query_next(pb, 0)
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var i = 0
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while i < 80 { tick_fixed(); i += 1 }
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if World.get(a, pp, f_y) == 112 { print(13) } # feet rest on the tile floor top (128)
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if World.get(a, pb, f_grd) == 1 { print(14) }
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}
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handler Run phase Update { quit() }
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}
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