feat(render): #85 engine sprite-render system + deprecate bare draw_sprite
The engine already auto-ticks SpriteAnim/Motion; it now auto-DRAWS too. Declare a Sprite component (id/offx/offy/scale/flip/tint/hidden, shipped from ludic.core) on an entity with a Position and esys_sprite draws it each Render frame — no hand-written Render handler, no hand animation (adds the SpriteAnim frame when present). Registered on the engine-system registry (Render) and spliced only when the game declares Sprite, so a game that never declares it compiles byte-identically; opt out by omitting Sprite or `disable system esys_sprite`. Deprecates the bare draw_sprite/draw_sprite_scaled globals in favour of Screen.sprite/Screen.sprite_scaled: a direct bare call emits a one-time compile-time deprecation note (the bare form still lowers, since Screen.sprite uses it); migrates the chronorift demo to the namespaced calls (golden render byte-identical). Example sprite_render (pixel-readback: engine draws the sprite, respects hidden). Full suite 109/0, goldens byte-identical, fixpoint holds. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@ -41,6 +41,15 @@ property Collider {
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hit: int = 0, entered: int = 0, exited: int = 0
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}
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# A drawable sprite (#85): declare it and the engine-owned sprite-render system
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# draws the entity each Render frame from its Position — no hand-written Render
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# handler. `id` is a sprite id (png_load / atlas cell); when the entity also carries
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# SpriteAnim, the current animation frame is added to it. offx/offy offset from the
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# Position anchor, scale is an integer zoom (0/1 = 1:1), flip mirrors horizontally,
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# tint (non-zero) draws every opaque pixel in one colour (hit flash), hidden = 1
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# skips it. Draw order is spawn order; a game wanting custom draw omits Sprite.
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property Sprite { id: int = 0, offx: int = 0, offy: int = 0, scale: int = 1, flip: int = 0, tint: int = 0, hidden: int = 0 }
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# Optional single config entity that turns the tile-grid broadphase on: solids are
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# read from the Map.* tilemap. tile > 0 sets the tile size in px; wall is the solid
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# glyph; oneway is an optional one-way-platform glyph (0 = none).
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@ -20,3 +20,4 @@ provides "Position"
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provides "Body"
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provides "Collider"
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provides "Solids"
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provides "Sprite"
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