# Map Loader Loads level data from a Tiled CSV export, replacing the old hardcoded `build_world` wall loop. Implemented in `sim/src/map.rs`; wired into the world in `sim/src/lib.rs::load_world`. --- ## Format A bare comma-separated tile grid — Tiled's "CSV" layer export, stripped of the surrounding TMX/XML. No header, no dimensions. The loader derives them from the content: - **width** = number of fields in the first row - **height** = number of rows The current test map lives at `assets/map_test` (30×30, tile ids 25 / 74 / 75 / 146). A trailing comma per row is tolerated; ragged rows panic (they indicate a corrupt export). --- ## Tile flip flags — the "negative numbers" Tiled packs per-tile flip/rotation into the **top 3 bits** of each 32-bit GID. A flipped tile therefore shows up in the CSV as a large *negative* decimal when read as `i32`. Example: ``` -2147483574 as u32 = 0x8000004A │ └── 0x4A = 74 ← the real tile id └────────── 0x80000000 = horizontal flip ``` | Bit | Mask | Meaning | |-----|--------------|---------------------| | 31 | `0x80000000` | horizontal flip | | 30 | `0x40000000` | vertical flip | | 29 | `0x20000000` | diagonal flip (rot) | The loader parses each field as `i64`, reinterprets the low 32 bits as `u32`, and strips the flip flags with `& 0x1FFF_FFFF`, leaving the bare tile id. **Flip orientation is discarded for now** — flipped tiles render unflipped. Real flipping would need a flip-aware `blit_tile` plus the flags carried through the chunk palette; deferred to the camera/sprite pass (09). --- ## Tile id ↔ tileset Tile ids are used directly: - **Sim** — `tile_flags(id)` (in `map.rs`) maps an id to gameplay `TileFlags` (collidable / opaque) via the `sim::tile_collidable` vocabulary. Hand-maintained; test values only. - **Renderer** — the id indexes straight into `overworld.png` (`game.rs`). The tileset's tile order *is* the id space; keep the Tiled tileset and `overworld.png` in lockstep. No `firstgid` subtraction: the authored ids already line up with `overworld.png`. --- ## World assembly `load_world` slices the map into 32×32 chunks via `Chunk::generate`, which builds each chunk's 6-bit palette automatically. The map's top-left tile sits at world (0, 0). **Edge border:** a 30×30 map only fills part of chunk (0,0) (which spans tiles 0–31). Tiles inside a loaded chunk but outside the authored map are emitted as an *invisible solid border* (id 0, `COLLIDABLE`) so the walkable edge sits flush with the visible map rim rather than two tiles past it at the chunk boundary. Beyond any loaded chunk, movement is blocked anyway by `sim.rs`'s `map_or(true)` (no chunk = world edge). --- ## Not done yet - Multiple layers (only a single tile layer is read) - Tile properties from Tiled (collision comes from the hand-maintained `tile_flags`, not the file) - Object layers (spawns, triggers) - Tile flipping (orientation discarded — see above)