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<header class="nav"><div class="wrap nav-in"><a class="brand" href="index.html"><span class="logo">L</span> Ludic</a><button class="nav-toggle" aria-label="Toggle menu" aria-expanded="false">☰</button><nav class="nav-links"><a href="index.html">Home</a><a href="api.html">API Reference</a><a class="nav-cta" href="https://git.workshopsoft.io/workshopsoft/ludic">Source ↗</a></nav></div></header>
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<div class="crumbs"><a href="api.html">API Reference</a> <span>›</span> <span class="here">Sprite</span></div>
<div class="item-head"><span class="kind-badge kind-namespace">namespace</span><h1 id="top">Sprite</h1></div>
<p class="ns-blurb">A namespaced spritesheet / atlas API. <a href="sprite-sheet"><code>Sprite.sheet</code></a> loads one image and remembers its cell grid; <a href="sprite-cell"><code>Sprite.cell</code></a> addresses a cell by grid coords and <a href="sprite-cell_span"><code>Sprite.cell_span</code></a> a sprite that spans more than one cell; <a href="sprite-define"><code>Sprite.define</code></a> / <a href="sprite-named"><code>Sprite.named</code></a> name and look up a cell; <a href="sprite-draw"><code>Sprite.draw</code></a> / <a href="sprite-draw_scaled"><code>Sprite.draw_scaled</code></a> blit it (through the camera / zoom / clip). It stands on the variable-size image loader, so a cell can be any size — not just 16x16. (Distinct from the <code>Sprite</code> engine component of the sprite-render system.)</p>
<div class="ns-methods"><a class="ns-method" href="sprite-sheet.html"><code class="nm-sig">Sprite.sheet(path, cellw, cellh) -&gt; int</code><span class="nm-tip">Load a spritesheet and remember its cell grid; returns a sheet handle.</span></a><a class="ns-method" href="sprite-cell.html"><code class="nm-sig">Sprite.cell(sheet, col, row) -&gt; int</code><span class="nm-tip">One cell of a sheet, by grid coords; returns a sprite id.</span></a><a class="ns-method" href="sprite-cell_span.html"><code class="nm-sig">Sprite.cell_span(sheet, col, row, cols, rows) -&gt; int</code><span class="nm-tip">A sprite spanning cols x rows cells (tall/wide art).</span></a><a class="ns-method" href="sprite-define.html"><code class="nm-sig">Sprite.define(name, sheet, col, row) -&gt; int</code><span class="nm-tip">Name a cell for later lookup; returns its sprite id.</span></a><a class="ns-method" href="sprite-named.html"><code class="nm-sig">Sprite.named(name) -&gt; int</code><span class="nm-tip">Look up a named sprite's id, or -1.</span></a><a class="ns-method" href="sprite-draw.html"><code class="nm-sig">Sprite.draw(id, x, y)</code><span class="nm-tip">Blit an atlas sprite at (x, y) through the camera/zoom/clip.</span></a><a class="ns-method" href="sprite-draw_scaled.html"><code class="nm-sig">Sprite.draw_scaled(id, x, y, scale)</code><span class="nm-tip">Blit an atlas sprite scaled by an integer factor.</span></a><a class="ns-method" href="sprite-width.html"><code class="nm-sig">Sprite.width(id) -&gt; int</code><span class="nm-tip">The atlas sprite's width in pixels.</span></a><a class="ns-method" href="sprite-height.html"><code class="nm-sig">Sprite.height(id) -&gt; int</code><span class="nm-tip">The atlas sprite's height in pixels.</span></a><a class="ns-method" href="sprite-strip.html"><code class="nm-sig">Sprite.strip(sheet, col, row, count, rows) -&gt; int</code><span class="nm-tip">A run of animation frames as consecutive sprite ids.</span></a><a class="ns-method" href="sprite-draw_meter.html"><code class="nm-sig">Sprite.draw_meter(x:, y:, value:, max:, per_icon:, spacing:, full:, half:, empty:)</code><span class="nm-tip">A value as a row of full / half / empty icons.</span></a></div>
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