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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11 changed files with 18366 additions and 18002 deletions
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@ -367,6 +367,32 @@ function rt_draw_sprite_scaled(id: int, px: int, py: int, sc: int) -> void {
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}
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}
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# The full sprite blit the engine sprite-render system (#85) uses: an integer
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# scale (>= 1), a horizontal flip, and an optional solid tint (0 = keep the
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# sprite's own colours; non-zero = draw every opaque pixel in the tint colour, for
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# a hit-flash / team-colour silhouette). It funnels through the same put_px /
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# fill_rect chokepoints, so camera / zoom / clip / blend all apply.
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function rt_draw_sprite_ex(id: int, px: int, py: int, sc: int, flip: int, tint: int) -> void {
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if id < 0 { return }
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if id >= spr_n { return }
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var s = sc
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if s < 1 { s = 1 }
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let base = id * SPR_SZ * SPR_SZ
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for y in 0 .. SPR_SZ {
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for x in 0 .. SPR_SZ {
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var rx = x
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if flip != 0 { rx = SPR_SZ - 1 - x } # sample mirrored, draw upright
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let p = spr_px[base + y * SPR_SZ + rx]
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if ((p >> 24) & 255) != 0 {
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var col = (p & 16777215)
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if tint != 0 { col = (tint & 16777215) }
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if s == 1 { rt_put_px(px + x, py + y, col) }
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else { rt_fill_rect(px + x * s, py + y * s, s, s, col) }
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}
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}
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}
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}
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# ---- .lspr sprite sheets (palette + ASCII rows) ---------------------------
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function rt_hexval(c: int) -> int {
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if c >= 48 { if c <= 57 { return c - 48 } }
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