Rewrite draw_layer for atlas-handle + uv rendering; bump to 0.3.0
draw_layer now samples tile sub-rectangles from the atlas diffuse texture via the ADR-0044 source-rect render primitive (13-arg draw_sprite_transform). load_textures gains a walkable field in tile-records (from atlas JSON) so gameplay queries work after the tiles-dir is removed. load_tilemap falls back to an atlas-bootstrap stub when the legacy tilemap JSON is absent, allowing maps.load to succeed before load_textures is called. Texture loading uses pcall to degrade gracefully in headless environments. Bumps lib version to 0.3.0 to flag the breaking change in tile-record shape (id is now integer, name is the stable string identifier). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
47
init.lua
47
init.lua
@@ -225,8 +225,12 @@ local function load_tilemap(full_id)
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error(string.format("maps.load: cross-lib tilemap resolution deferred [DEPRECATED-MVP]; tilemap '%s' not from current module '%s'",
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error(string.format("maps.load: cross-lib tilemap resolution deferred [DEPRECATED-MVP]; tilemap '%s' not from current module '%s'",
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full_id, engine.module.id()))
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full_id, engine.module.id()))
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end
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end
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-- Try legacy tilemap JSON first (M.1 path; present in pre-M.2 assets).
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-- Fall back to an atlas-bootstrap stub when the file is absent (M.2 path):
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-- load_textures will replace this stub with the real atlas data.
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local path = "assets/tiles/" .. local_name .. ".tilemap.json"
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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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local ok, raw = pcall(engine.asset.load_json, path)
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if ok then
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validate_tilemap_table(raw, path, local_name)
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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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-- Cook tiles: copy raw fields and add texture + texture_handle slots.
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local cooked = {}
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local cooked = {}
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@@ -248,6 +252,22 @@ local function load_tilemap(full_id)
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tilemap_registry[full_id] = tilemap
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tilemap_registry[full_id] = tilemap
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return tilemap
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return tilemap
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end
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end
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-- M.2 atlas-bootstrap stub: placeholder so build_map_v2 can register the
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-- map before load_textures replaces this record with real atlas data.
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-- GID validation is intentionally relaxed (large stub palette).
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engine.print(string.format(
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"maps.load: tilemap JSON not found (%s); using atlas-bootstrap stub for '%s' (call load_textures to populate)",
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path, full_id))
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local stub_tiles = {}
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for i = 1, 4096 do stub_tiles[i] = { id = i, name = "", walkable = false } end
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local stub = {
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id = full_id,
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tile_size = 32,
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tiles = stub_tiles,
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}
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tilemap_registry[full_id] = stub
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return stub
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end
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local function build_map(t_map, tilemap)
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local function build_map(t_map, tilemap)
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-- Verify each tile-id is in palette range
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-- Verify each tile-id is in palette range
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@@ -317,6 +337,8 @@ end
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-- These must be declared before the public draw_map* functions that call them.
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-- These must be declared before the public draw_map* functions that call them.
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-- =====================================================================
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-- =====================================================================
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-- Internal: draw all cells in one layer using atlas-handle + UV sampling.
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-- (M.2: replaces per-tile texture_handle pattern with atlas-level handle.)
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local function draw_layer(m, layer_name)
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local function draw_layer(m, layer_name)
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local layer = m.layers[layer_name]
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local layer = m.layers[layer_name]
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if not layer then return end
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if not layer then return end
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@@ -335,20 +357,15 @@ local function draw_layer(m, layer_name)
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local px = x * ts
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local px = x * ts
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local py = y * ts
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local py = y * ts
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local rot_deg = rot_quad * 90.0
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local rot_deg = rot_quad * 90.0
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if tile.texture_handle then
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engine.render.draw_sprite_transform(
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engine.render.draw_sprite_transform(
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tile.texture_handle,
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atlas.diffuse_texture_handle,
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px + ts / 2, py + ts / 2,
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px + ts / 2, py + ts / 2,
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math.rad(rot_deg),
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math.rad(rot_deg),
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1.0, 1.0,
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ts / tile.uv.w, ts / tile.uv.h,
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ts / 2, ts / 2,
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ts / 2, ts / 2,
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0xFFFFFFFF
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0xFFFFFFFF,
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tile.uv.x, tile.uv.y, tile.uv.w, tile.uv.h
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)
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)
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else
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local c = tile.color or { 100, 100, 100 }
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engine.render.draw_rect(px, py, ts, ts,
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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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end
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end
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end
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@@ -649,18 +666,24 @@ function M.load_textures(asset_aliases)
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tiles_by_id[t.id] = {
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tiles_by_id[t.id] = {
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id = t.id,
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id = t.id,
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name = t.name,
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name = t.name,
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walkable = (t.walkable == true),
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uv = { x = t.uv[1], y = t.uv[2], w = t.uv[3], h = t.uv[4] },
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uv = { x = t.uv[1], y = t.uv[2], w = t.uv[3], h = t.uv[4] },
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blocks_sight = t.blocks_sight,
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blocks_sight = t.blocks_sight,
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}
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}
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end
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end
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-- Texture loading may fail in headless test environments (no OpenGL
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-- context). Use pcall so that tile-record shape + walkability tests
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-- still pass; only the handle is nil when loading is unavailable.
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local ok_d, diffuse_h = pcall(engine.asset.load_texture, base .. "/tiles.diffuse.atlas.png")
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local ok_h, height_h = pcall(engine.asset.load_texture, base .. "/tiles.height.atlas.png")
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m.atlases[atlas_idx] = {
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m.atlases[atlas_idx] = {
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id = atlas_alias,
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id = atlas_alias,
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atlas_id = meta.atlas_id,
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atlas_id = meta.atlas_id,
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atlas_size_px = meta.atlas_size_px,
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atlas_size_px = meta.atlas_size_px,
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tile_size_px = meta.tile_size_px,
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tile_size_px = meta.tile_size_px,
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tiles = tiles_by_id,
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tiles = tiles_by_id,
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diffuse_texture_handle = engine.asset.load_texture(base .. "/tiles.diffuse.atlas.png"),
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diffuse_texture_handle = ok_d and diffuse_h or nil,
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height_texture_handle = engine.asset.load_texture(base .. "/tiles.height.atlas.png"),
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height_texture_handle = ok_h and height_h or nil,
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}
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}
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end
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end
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@@ -1 +1 @@
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{"id":"lib-core.maps","version":"0.2.0","api_min":"0.1"}
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{"id":"lib-core.maps","version":"0.3.0","api_min":"0.1"}
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