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# Arena Tile Map A small map-loading example demonstrating arena-backed temporary parse memory, permanent runtime tile storage, text asset loading, tile rendering, and grid collision. This example intentionally keeps the arena setup visible in the game code. It uses permanent game memory for the parsed runtime tile data and transient game memory for scratch data while parsing the text map. ## Controls - Arrow keys: move the player. - W / A / S / D: move the player. - Gamepad left stick or d-pad: move the player. The map is loaded from `assets/map.txt`. Movement steps from one tile center to the next with a short animation, so the player stays aligned to the grid. Pressing a new direction during a step buffers that turn for the next tile. Walls and water block movement, and the whole map is drawn without scrolling.