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tilemap-parser

Standalone parser/loader for tilemap-editor JSON maps, sprite animations, and collision detection runtime.

Features

  • Map parsing: Load and query tilemaps, layers, objects, and autotile data from JSON
  • Chunked tile rendering: Efficient visibility culling and chunk-based rendering with TileLayerRenderer
  • Camera system: Centered/deadzone follow, lerp smoothing, screen-shake, and bounds clamping with Camera
  • Animation: Frame-based sprite animation with AnimationPlayer
  • Particle system: Configurable particle emitters with shapes, color transitions, alpha fades, gravity, and batch rendering with ParticleSystem + SpriteBatchRenderer
  • Collision (tile-based): Polygon collision detection for tilemaps with slide, platformer, and RPG movement modes via CollisionRunner
  • Collision (object-to-object): Spatial-grid mixed-shape collision detection (rect, circle, capsule, polygon) with layer filtering via ObjectCollisionManager
  • Capsule support: Full capsule collision against all shape types
  • Hit helpers: CollisionHit.resolve(), involves(), other() for ergonomic separation

Quick Start

from tilemap_parser import load_map, TileLayerRenderer, Camera

# Load map and set up renderer
game_data = load_map("path/to/map.json")
renderer = TileLayerRenderer(game_data)

# Set up camera
camera = Camera(800, 600, mode="centered")
camera.follow(player)
from tilemap_parser import (
    CollisionRunner, CollisionCache,
    ObjectCollisionManager, CircleShape, RectangleShape,
    ParticleSystem, ParticleSystemConfig
)

# Tile-based collision
cache = CollisionCache()
tileset = cache.get_tileset_collision("data/collision/tileset.collision.json")
runner = CollisionRunner.from_game_type("topdown", tile_size=(32, 32))

# Object-to-object collision
manager = ObjectCollisionManager()
manager.add_object(player)
for hit in manager.check_all_collisions():
    hit.resolve()  # separate both objects

# Particle system
particle_config = ParticleSystemConfig(
    particle_shape="circle",
    spawn_rate=10.0,
    max_particles=100,
    lifetime_min=0.5,
    lifetime_max=2.0,
    speed_min=50,
    speed_max=100,
    direction=270,
    spread=45,
    start_color_r=255, start_color_g=200, start_color_b=100, start_color_a=255,
    end_color_r=255, end_color_g=100, end_color_b=50, end_color_a=0,
    alpha_fade="fade_out",
    gravity_x=0,
    gravity_y=50,
)
particles = ParticleSystem(particle_config)

Physics bodies

A PhysicsWorld is a single space holding the tile layer plus solid Body objects (static walls, kinematic crates). Attach a CollisionRunner to the world once and every move method resolves tiles and bodies through it — no per-call tile arguments.

Full contract — object↔world↔move_*↔tiles↔rendering: see docs/physics-world.md and examples/physics-crate/main.py.

from tilemap_parser import (
    Body, PhysicsWorld, CollisionRunner, RectangleShape,
    TilemapData, TilesetCollision, CollisionCache,
)

cache = CollisionCache()
tileset = cache.get_tileset_collision("data/collision/tileset.collision.json")
world = PhysicsWorld.from_map(game_data, tileset)   # adopts tile_size / render_scale

crate = Body(RectangleShape(width=16, height=16), x=320, y=480, mode="kinematic")
world.add_body(crate)

runner = CollisionRunner.from_world(world)          # or runner.attach(world)

Pushable crates are just kinematic bodies moved with an explicit velocity (gravity is skipped when velocity= is given):

# player pressed against the crate -> hand the player's vx over
crate.vx = player.vx
result = runner.move_grounded(crate, None, None, dt, velocity=(crate.vx, 0))
if result.hit_wall_x:
    crate.vx = 0  # crate stopped against a tile wall or another body

Body accepts primitive shapes only (RectangleShape, CircleShape, CapsuleShape); use MapObject for polygon solids. Collision pairs honor both sides' collision_layer / collision_mask, and bodies are landing surfaces for platformer step-up (small crates are climbed, tall ones block like walls).

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