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Tiles

Tiles are the building blocks of a tilemap. Each tile represents a discrete unit of the map, such as grass, water, rock, or wall.

Tile Declaration

In Acid, tiles are declared using the tile keyword. Each tile can be assigned a unique bit identifier that references its sprite or texture in a tilesheet.

Syntax

tile <tile_name> = bit(<bit_id>)

Example

tile grass = bit(24)
tile water = bit(25)
tile rock  = bit(26)
tile path  = bit(30)
tile wall  = bit(31)

This declares five tiles, each linked to a specific bit for rendering.

Using Tiles in Maps

Tiles are arranged in rows or columns and combined to form the overall map layout.

rows {
    1 * rock -> 20 * path
    3 * wall -> 17 * grass
}

This example defines rows where tiles appear consecutively for specified counts.

Tile Attributes and Properties

Currently, tiles are identified by their bit indexes, which tie to graphical assets. Future extensions may include properties like walkability, collision flags, and animation frames.