Grass Spots
Based on game build 714014 | Last updated: 2026-02-28
Overview
This file (grass_spots.lua) defines a static layout in Tiled Map Editor format (JSON-compatible Lua table), not an ECS component. It specifies a 24x24 grid of tiles used for rendering background grass terrain in world generation. It contains no code logic, entity behavior, or runtime functionality — it serves purely as static map data consumed by the world generation system. As such, it does not interact with the Entity Component System and has no runtime component instances, properties, or methods.
Usage example
This file is not used directly in gameplay code. It is referenced by the world generation system when populating map areas with specific terrain layouts. Example usage is internal to the engine:
-- Internally, static layouts like this are loaded and processed by map generation systems (e.g., worldgen.lua)
-- as part of room placement and terrain setup. No direct Lua code is expected to call this file.
Dependencies & tags
Components used: None
Tags: None
This file is a static data definition and does not interact with components, tags, or ECS structures.
Properties
This file does not define a component and thus has no component properties. It is a table of static map properties, documented as follows:
| Field | Type | Value | Description |
|---|---|---|---|
version | string | "1.1" | Tiled file format version |
luaversion | string | "5.1" | Lua version targeted for serialization |
orientation | string | "orthogonal" | Tile orientation mode |
width | integer | 24 | Map width in tiles |
height | integer | 24 | Map height in tiles |
tilewidth | integer | 16 | Width of each tile in pixels (grid coordinate system) |
tileheight | integer | 16 | Height of each tile in pixels (grid coordinate system) |
properties | table | {} | Global properties (empty) |
tilesets | array | [ { ... } ] | List of tileset references (contains one entry) |
layers | array | { BG_TILES, FG_OBJECTS } | List of map layers (background tiles + foreground objects) |
The BG_TILES layer contains a linearized 576-element (24 * 24) array of tile IDs. Non-zero values correspond to tile IDs in the referenced tileset (tiles.png). For example:
- Tile ID
5and6appear at specific grid positions, forming repeating grass textures. - Tile ID
0indicates no tile (empty space).
Main functions
This file does not contain any functions.
Events & listeners
No events or listeners exist for this file.