Spielerando

Check that a map's tile list is the right length and uses only tiles that exist

A map whose rows slide sideways, or that shows odd tiles in one corner, usually has a tile list one or two entries too short or long. This entry shows how to catch that when the map is made and how to read the report to find which row broke.

Why this works

A flat list of tiles has no rows of its own; the grid exists only in the counting. One missing entry shifts everything after it, and the result still looks like a map, so nothing complains. Checking the length first, and saying how many rows it makes, points at the cause.

When not to use it

Skip it when maps are drawn in an editor that always writes a correct file, or when the grid is not square-tiled at all. A check cannot tell you whether the picture is the one you meant, so still look at the map.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 25 lines of example code with 3 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Check that a map's tile list is the right length and uses only tiles that exist" (read_entry tile-map-data-wrong-length) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP