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>
100 lines
3.1 KiB
Text
100 lines
3.1 KiB
Text
# tiled_p1.ludic — the Tiled P1 core (issue #69): the rt_tmap model, the GID
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# resolver (flip decode), image-backed render, and load-and-draw over the in-repo
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# Kenney sampleMap. Proves the map loads and renders identically from both the
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# `.tmx` and its `.tmj` export, and that flipped tiles draw mirrored.
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#
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# A game so the runtime (framebuffer + tilemap) is initialised; the Start handler
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# runs the checks and Update quits. A full run prints:
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# 1 2 3 4 5 6 7 8 9 10 11 12 13 14
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program TiledP1 {
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property Tag { v: int = 0 }
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model Marker { Tag }
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# a rolling hash of the whole framebuffer (deterministic; equal iff identical).
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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 < 240 {
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var x = 0
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while x < 320 {
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h = h * 31 + rt_get_px(x, y)
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x = x + 4
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}
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y = y + 4
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}
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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/kenney/tiny-dungeon/Tiled/sampleMap.tmx")
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if Tiled.width(m) == 32 { print(1) }
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if Tiled.height(m) == 20 { print(2) }
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if Tiled.gid(m, 0, 0, 0) == 14 { print(3) }
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# resolve a flip-flagged GID: 1610612787 = 0x60000033 -> V+D, global tile
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# 0x33 = 51; firstgid 1 makes the tileset-local id 50; tileset 0
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let r = Tiled.resolve(m, 1610612787)
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if r.local == 50 { print(4) }
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if r.fv == 1 { print(5) }
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if r.fd == 1 { print(6) }
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if r.fh == 0 { print(7) }
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if r.tileset == 0 { print(8) }
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let e = Tiled.resolve(m, 0)
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if e.empty == 1 { print(9) }
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# render the .tmx and hash the framebuffer
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rt_clear(0)
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Tiled.draw(m, 0, 0)
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let hx = fb_hash()
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if hx != 0 { print(10) } # something was drawn
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# render the .tmj of the same map — must be pixel-identical
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let j = Tiled.load("assets/kenney/tiny-dungeon/Tiled/sampleMap.tmj")
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rt_clear(0)
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Tiled.draw(j, 0, 0)
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if fb_hash() == hx { print(11) }
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# --- flips draw with the correct orientation ---
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# find a horizontally-asymmetric tile so the mirror test is meaningful
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var chosen = 0 - 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 {
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var xx = 0
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while xx < 8 {
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if rt_get_px(xx, yy) != rt_get_px(15 - xx, yy) { asym = 1 }
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xx = xx + 1
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}
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yy = yy + 1
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}
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if asym == 1 and chosen < 0 { chosen = t }
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t = t + 1
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}
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if chosen >= 0 { print(12) }
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# draw the chosen tile normal at x=0 and H-flipped at x=16
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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 diff = 0
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var yy2 = 0
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while yy2 < 16 {
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var xx2 = 0
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while xx2 < 16 {
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if rt_get_px(xx2, yy2) != rt_get_px(31 - xx2, yy2) { mirror = 0 } # H-flip mirrors
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if rt_get_px(xx2, yy2) != rt_get_px(15 - xx2, yy2) { diff = 1 } # the tile isn't symmetric
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xx2 = xx2 + 1
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}
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yy2 = yy2 + 1
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}
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if mirror == 1 { print(13) }
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if diff == 1 { print(14) }
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}
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handler Run phase Update { quit() }
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}
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