ludic/docs/language/tiled/tiled-spawn.md
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feat(stdlib): Tiled P4 — objects, custom props/types, templates, opt-in spawn (#72)
- Object layers: all shapes (rectangle/ellipse/point/polygon/polyline/text) and
  custom properties parse and are queryable — Tiled.object_count / Tiled.object /
  Tiled.object_shape, and Tiled.prop / prop_int / prop_type over any object /
  tile / layer / map.
- Custom types: Tiled.load_types reads an objecttypes.xml project custom-type
  table so a class property resolves its default; enum values resolve as strings.
- Templates: Tiled.template reads a .tx/.tj, and Tiled.load merges each object's
  `template` reference under the instance's overrides (field inheritance).
- Opt-in spawning: Tiled.spawn / Tiled.spawn_layer map an object's class +
  properties onto Ludic components through the reflection ABI (Position from x/y,
  each property to a like-named field). Off by default — no gameplay coupling in
  the core load. Split into tiled_spawn.ludic, spliced only for a Tiled *game*
  (the world table exists only under has_ecs), so a plain map-reading tool never
  links against the reflection ABI.

Proven by library/tiled_p4.ludic (18 assertions) incl. the design's named
orthogonal-outside.tmx object shapes. x test: 95 passed.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-09-01 15:08:06 +03:00

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---
id: tiled-spawn
name: Tiled.spawn
category: tiled
kind: namespace-method
tokens: Tiled.spawn
sig: Tiled.spawn(map, object, model: string) -> int
tip: Spawn a Ludic entity from an object.
order: 28
ns: Tiled
member: spawn
---
Opt-in: spawns an entity of <code>model</code> from an <code>object</code> — its <code>Position</code> (if the model has one) takes the object's x/y, and each object custom property sets a like-named int/bool component field through the reflection ABI. Returns the entity, or -1 if the model is unknown. The core load never calls this.