feat: v0.1.2 sprite-mode in draw_map + tile_rotations + load_textures
Sprite-mode in draw_map: - tilemap-tiles with texture atlas-id render via engine.render.draw_sprite_transform with rotation pivot at tile center - tiles without texture continue to render via draw_rect with color (Phase 1 mode preserved) Tile rotation: - maps support an optional tile_rotations parallel array in the map JSON with per-cell 90-degree rotation values (0/90/180/270) - absent or nil entries default to 0 (no rotation) - enables 9-segment tile reuse via rotation rather than per-orientation sprites New API: - maps.load_textures(asset_aliases) resolves the current tilemap's tile atlas-ids to texture-handles via the asset-lib indirection (asset_aliases[tilemap.asset_pack] -> lib-id -> atlas.json lookup per tile) Schema additions: - tilemap.asset_pack (alias-key, optional) - tile.texture (atlas-id, optional) - map.tile_rotations (parallel array, optional) All existing Phase 1 color-only tilemaps render unchanged.
This commit is contained in:
109
init.lua
109
init.lua
@@ -96,10 +96,22 @@ local function load_tilemap(full_id)
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local path = "assets/tiles/" .. local_name .. ".tilemap.json"
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local raw = engine.asset.load_json(path)
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validate_tilemap_table(raw, path, local_name)
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-- Cook tiles: copy raw fields and add texture + texture_handle slots.
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local cooked = {}
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for i, t in ipairs(raw.tiles) do
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cooked[i] = {
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id = t.id,
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walkable = (t.walkable == true),
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color = t.color, -- color-mode fallback
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texture = t.texture, -- optional atlas-id
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texture_handle = nil, -- populated by load_textures
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}
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end
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local tilemap = {
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id = full_id,
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tile_size = raw.tile_size,
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tiles = raw.tiles,
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id = full_id,
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tile_size = raw.tile_size,
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asset_pack = raw.asset_pack, -- optional alias-key
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tiles = cooked,
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}
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tilemap_registry[full_id] = tilemap
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return tilemap
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@@ -114,17 +126,18 @@ local function build_map(t_map, tilemap)
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end
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end
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return {
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id = t_map.id,
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size = t_map.size,
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tile_size = t_map.tile_size or tilemap.tile_size,
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tiles = t_map.tiles, -- shallow-ref
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tilemap = tilemap, -- shallow-ref
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id = t_map.id,
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size = t_map.size,
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tile_size = t_map.tile_size or tilemap.tile_size,
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tiles = t_map.tiles, -- shallow-ref
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tile_rotations = t_map.tile_rotations, -- optional parallel array (NEW)
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tilemap = tilemap, -- shallow-ref
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-- DEPRECATED-MVP: forward-compat stubs (multi-map slice fills)
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walls = {},
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regions = {},
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edges = {},
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state = "Active",
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pinned = false,
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walls = {},
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regions = {},
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edges = {},
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state = "Active",
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pinned = false,
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}
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end
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@@ -227,6 +240,76 @@ function M.list()
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return out
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end
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-- ====================================================================
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-- Resolve tilemap-tile atlas-ids to texture-handles via asset-lib.
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-- Operates on the current map's tilemap; call after maps.set_current.
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-- asset_aliases: { [alias-key] = asset-lib-id } from module's manifest.
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-- ====================================================================
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function M.load_textures(asset_aliases)
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local map_id = M.current()
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if map_id == nil then
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error("maps.load_textures: no current map; call maps.set_current first")
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end
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local m = map_registry[map_id]
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local tm = m.tilemap
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if tm.asset_pack == nil then return end -- color-only tilemap, no textures
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local lib_id = asset_aliases[tm.asset_pack]
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if lib_id == nil then
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error("maps.load_textures: asset-pack alias '" .. tm.asset_pack
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.. "' not in asset_aliases")
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end
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local atlas_path = lib_id .. "/assets/atlas.json"
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local atlas = engine.asset.load_json(atlas_path)
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local pack = atlas[tm.asset_pack]
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if pack == nil then
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error("maps.load_textures: asset_pack '" .. tm.asset_pack
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.. "' not declared in atlas of '" .. lib_id .. "'")
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end
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for _, tile in ipairs(tm.tiles) do
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if tile.texture then
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local entry = pack[tile.texture]
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if entry == nil then
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error("maps.load_textures: atlas-id '" .. tile.texture
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.. "' not in asset_pack '" .. tm.asset_pack .. "'")
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end
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tile.texture_handle = engine.asset.load_texture(lib_id .. "/assets/" .. entry.file)
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end
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end
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end
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function M.draw_map()
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local map_id = M.current()
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if map_id == nil then return end
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local m = map_registry[map_id]
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local tm = m.tilemap
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local ts = tm.tile_size
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for y = 0, m.size.h - 1 do
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for x = 0, m.size.w - 1 do
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local idx = y * m.size.w + x + 1
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local tile_id = m.tiles[idx]
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local tile = tm.tiles[tile_id]
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local rot_deg = (m.tile_rotations and m.tile_rotations[idx]) or 0
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local px = x * ts
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local py = y * ts
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if tile.texture_handle then
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-- Sprite mode: draw_sprite_transform with rotation about tile center.
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engine.render.draw_sprite_transform(
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tile.texture_handle,
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px + ts / 2, py + ts / 2,
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math.rad(rot_deg),
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1.0, 1.0,
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ts / 2, ts / 2,
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0xFFFFFFFF
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)
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else
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-- Color fallback (Phase 1 mode).
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local c = tile.color or { 100, 100, 100 }
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engine.render.draw_rect(px, py, ts, ts, engine.render.rgb(c[1], c[2], c[3]))
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end
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end
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end
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end
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-- Forward-compat stubs (DEPRECATED-MVP — implemented in later slices)
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function M.state(map_id)
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-- DEPRECATED-MVP: lifecycle states (Virgin/Inert/Passive/Active/Pinned) — multi-map slice
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