- 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>
105 lines
3.9 KiB
Text
105 lines
3.9 KiB
Text
# tiled_p3.ludic — Tiled P3 animated tiles + tile objects (issue #71). A tileset
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# <animation> maps to a deterministic frame = f(engine frame) (the fixed 60/s
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# clock SpriteAnim rides), so an animated GID resolves at draw to the current
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# frame's GID, its flip flags preserved. An object-layer entry with a `gid` draws
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# the tile image (with its own flips), bottom-anchored, as a placeable sprite.
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#
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# A full run prints: 1 2 3 4 5 6 7 8 9 10 11 12
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program TiledP3 {
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property Tag { v: int = 0 }
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model Marker { Tag }
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function fb_hash() -> int {
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var h = 0
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var y = 0
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while y < 64 { var x = 0
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while x < 64 { h = h * 31 + rt_get_px(x, y); x += 2 }
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y += 2 }
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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/anim_map.tmx")
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# --- animated tiles: current frame is f(engine frame), 100ms per frame ---
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if Tiled.animated(m, 1) == 1 { print(1) } # tile 0 carries <animation>
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if Tiled.animated(m, 2) == 0 { print(2) } # a frame tile, not itself animated
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let a0 = Tiled.resolve(m, Tiled.frame_gid(m, 1, 0)) # 0 ms -> frame 0 (local 0)
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if a0.local == 0 { print(3) }
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let a1 = Tiled.resolve(m, Tiled.frame_gid(m, 1, 6)) # frame 6 = 100 ms -> local 40
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if a1.local == 40 { print(4) }
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let a2 = Tiled.resolve(m, Tiled.frame_gid(m, 1, 12)) # 200 ms -> local 80
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if a2.local == 80 { print(5) }
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let a3 = Tiled.resolve(m, Tiled.frame_gid(m, 1, 18)) # 300 ms wraps -> local 0
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if a3.local == 0 { print(6) }
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# the flip flags ride through an animated frame swap
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let af = Tiled.resolve(m, Tiled.frame_gid(m, 1 | (1 << 31), 6))
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if af.local == 40 and af.fh == 1 { print(7) }
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# --- tile object parsed from the object layer ---
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let tree = Tiled.tree(m)
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var oglayer = Value.null ()
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let layers = Value.get(tree, "layers")
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var li = 0
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while li < Value.count(layers) {
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let L = Value.at(layers, li)
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if Value.as_str(Value.get(L, "type")) == "objectgroup" { oglayer = L }
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li += 1
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}
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let objs = Value.get(oglayer, "objects")
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if Value.count(objs) == 1 { print(8) }
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let ob = Value.at(objs, 0)
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if Value.as_int(Value.get(ob, "gid")) == 53 { print(9) }
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if Value.as_int(Value.get(ob, "x")) == 16 and Value.as_int(Value.get(ob, "y")) == 32 { print(10) }
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# --- animated draw differs frame-to-frame (the tile actually advances) ---
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rt_clear(0)
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Tiled.draw_anim(m, 0, 0, 0)
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let h0 = fb_hash()
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rt_clear(0)
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Tiled.draw_anim(m, 0, 0, 6)
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if fb_hash() != h0 { print(11) }
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# --- tile objects draw with correct GID flips (mirror test) ---
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# find an asymmetric tile, draw it normal vs H-flipped as a tile object
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var chosen = -1
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var t = 0
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while t < 132 {
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rt_clear(0)
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tmap_draw_gid(m, 1 + t, 0, 0)
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var asym = 0
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var yy = 0
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while yy < 16 { var xx = 0
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while xx < 8 { if rt_get_px(xx, yy) != rt_get_px(15 - xx, yy) { asym = 1 }; xx += 1 }
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yy += 1 }
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if asym == 1 and chosen < 0 { chosen = t }
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t += 1
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}
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rt_clear(0)
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tmap_draw_gid(m, 1 + chosen, 0, 0)
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tmap_draw_gid(m, (1 + chosen) | (1 << 31), 16, 0)
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var mirror = 1
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var yy2 = 0
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while yy2 < 16 { var xx2 = 0
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while xx2 < 16 { if rt_get_px(xx2, yy2) != rt_get_px(31 - xx2, yy2) { mirror = 0 }; xx2 += 1 }
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yy2 += 1 }
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if mirror == 1 and chosen >= 0 { print(12) }
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# --- the design's named fixture: rpg/beach_tileset.tsx (33 animations) ---
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let beach = Tiled.read_tsx("assets/tiled-fixtures/beach_tileset.tsx")
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let tiles = Value.get(beach, "tiles")
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var nanim = 0
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var nframes = 0
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var ti = 0
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while ti < Value.count(tiles) {
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let tt = Value.at(tiles, ti)
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let an = Value.get(tt, "animation")
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if Value.count(an) > 0 { nanim += 1; nframes += Value.count(an) }
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ti += 1
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}
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if nanim == 33 { print(13) }
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if nframes == 131 { print(14) }
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}
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handler Run phase Update { quit() }
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}
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