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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@ -243,6 +243,7 @@ function cmd_test() -> int {
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feat_case("library/physics_tiles", "", "112 1 80 1 48 1 60", "physics_tiles.ludic (esys_move tile-grid broadphase: tile floor/wall + one-way tile land-from-above / rise-through; issue #65)")
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# builtin gameplay controllers, consumed as in-repo packages (issues #57-#61)
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controller_case("library/core_components", "", "110 30 184 1", "core_components.ludic (ludic.core #77: canonical Position/Body/Collider imported from a package, driving esys_move, composed with a game Health component)")
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controller_case("library/sprite_render", "q", "1 0", "sprite_render.ludic (ludic.core #85: engine sprite-render system auto-draws a Sprite entity from its Position; respects hidden)")
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controller_case("library/gameplay_foundation", "", "2 0 1 5 24 0 2 1 15 85 7 1 1", "gameplay_foundation.ludic (ludic.gameplay #57: Cooldown timer + Stats/modifier stack + Faction table + Combat cancel/mutable pipeline)")
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controller_case("games/platformer_demo", "", "1 1 1 1 1 1 1 1", "platformer_demo.ludic (ludic.platformer #58: gravity/land, jump apex, coyote, veto-gated double jump, wall collision + disable-system lever)")
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controller_case("games/platformer_scaffolding", "", "1 1 1 1 1 1", "platformer_scaffolding.ludic (ludic.platformer #58 layers 4-5: moving-platform rider carry, pickup->score, spring, hazard+Life i-frames)")
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