tilemap-parserv5.2.0GITHUB

Examples

Every directory under examples/ runs standalone. All wiring below is tested and correct; these are the source of truth for the guide pages.

terminalBASH
git clone https://github.com/FluffyBrudy/tilemap-parser
cd tilemap-parser
pip install -e .
cd examples/physics-crate
python main.py

FULL USE CASES

Three read-the-source examples that wire whole lanes end to end. Their pages show every file inline, so they double as the docs.

THE CARDS

physics-crate

[source]

The canonical physics demo. Push kinematic crates across the floor; they block each other and the tile wall, and you can stand on them. This is the sliding box from the Physics guide.

FILES
main.py
> python main.py

platformer

[source]

Full side-scroller: gravity, jump, player state machine, enemies, parallax-ready assets. Uses move_platformer with step-up and one-way platforms.

FILES
src/main.py src/entities/ src/fsm/

platformer-with-slide

[source]

Slope-aware platformer built on move_platformer_with_slide: walks polygon floor surfaces, respects max_walk_angle, real tilemap-editor map + collision data.

FILES
src/game.py data/maps/map.json data/collision/

tiny-quest

[source]

A compact quest game: player entity, enemies, waterfalls, spikes, sounds. Shows character collision files wired to runtime sprites.

FILES
src/game.py src/entities/ data/character_collision/

rpg-pathfinding

[source]

RPG movement plus NavGrid / Pathfinder / PathFollower: an AI entity walks a computed path through the tile grid.

FILES
main.py

object-collision

[source]

The sprite-vs-sprite lane: character-vs-polygon and pair-comparison scripts over ObjectCollisionManager.

FILES
character-vs-polygon.py pair-comparison.py

particles

[source]

Particle system playground: emitters with shapes, color transitions, alpha fade, gravity, batch rendering. The full config lives in code.

FILES
src/main.py src/full.py data/map.json

game-example

[source]

Minimal game shell with its own collision data, a clean base to fork.

FILES
data/collision/

comparison

[source]

Benchmarks and honest trade-offs: broadphase naive-vs-spatial, AABB-vs-SAT, movement modes, culled-vs-chunked rendering, particle caching, spatial cell-size tuning.

FILES
collision-move-modes.py collision-aabb-vs-sat.py broadphase-naive-vs-spatial.py spatial-cell-size-tuning.py rendering-naive-vs-culled.py rendering-culled-vs-chunked.py particle-naive-vs-cached.py movement-naive-vs-parser.py

A SENSIBLE READING ORDER

  1. physics-crate: bodies, attach, the push loop, the sub-pixel probe.
  2. platformer-with-slide: slope walking, real map data.
  3. rpg-pathfinding: movement + AI on a grid.
  4. object-collision and particles: the non-physics lanes.
  5. comparison: when you start caring about frame time.