feat(engine): #90 atlas-aware Sprite component, #91 become from listeners, 0.3.x ergonomics batch
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Closes the two open issues and lands the pending unreleased batch:

- #90: `Sprite { atlas: 1 }` routes esys_sprite through atlas_draw_ex
  (scale/flip/tint), so cell / cell_span / strip ids of any size draw
  through the engine sprite-render system. examples/library/sprite_atlas
  is the pixel-readback regression.
- #91: `become` from an @On(Event) listener / global handler / plain
  function no longer segfaults the compiler; it emits @L_scene_leave()
  (a dispatch on the live scene id) so the leaving scene's on-exit runs.
  UI_* handles are readable from any code (widget table built on first
  use). examples/library/scene_menus covers it.
- fix: a windowed `ludicc -o` build that reaches the audio runtime only
  through the atlas/Assets preload import now links audio.ll +
  AVFoundation (the audio backend link was gated on a game-level
  Audio.* call, so any windowed game declaring Sprite failed to link).
- the hand-written "Unreleased" CHANGELOG section is converted to
  changesets under changes/ so `x release` generates it.
- plus the batch: engine-driven retained UI + UiClicked event, Overlay
  phase, TileSkin tilemap-render system, Key.* constants, Font/Ui/File
  namespaces, Sprite.strip, prefabs, managers, countdown fields,
  enum-typed machines, layer @Queries, ludic.prefs / ludic.dungeon
  packages, Ai.seek pathing, Solids.solid2, cursor confine (mode 3)
  fix, shooter centre-aim fix, reserved-word function diagnostic.

Verified: x test (124/124), x test-tools, check-impl, check-vocabulary,
check-docs, docs-gen + docs-check, bootstrap-cfree (seed is a fixpoint).

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-04 01:36:08 +03:00
parent e9c2c51bc3
commit ad548840c7
139 changed files with 58981 additions and 43671 deletions

View file

@ -24,14 +24,45 @@ var snd_tab: pointers = null # handle (1-based) -> AVAudioPlayer pointer
var snd_master: fixed = 1.0 # master volume, applied to every play
var snd_rate: fixed = 1.0 # playback rate / pitch (1.0 = normal)
var snd_music: int = 0 # the handle currently playing as music (0 = none)
# the sound bank: sounds registered by name (Audio.define), played by name (Audio.play(name:))
var snd_bank_name: pointers = null
var snd_bank_id: words = null
var snd_bank_n: int = 0
function audio_init() -> void {
if snd_ready { return }
snd_tab = bytes(AUDIO_CAP * 8) # one 8-byte pointer slot per handle
fill(snd_tab, 0, AUDIO_CAP * 8) # malloc does not zero; empty slots must read null
snd_bank_name = bytes(AUDIO_CAP * 8)
snd_bank_id = words(AUDIO_CAP)
snd_ready = true
}
# ---- the sound bank: Audio.define(name, path) then Audio.play(name: "…") ------
# Load a sound and remember it under a name; returns the handle (0 headless).
function audio_define(name: pointer, path: pointer) -> int {
audio_init()
let id = audio_load(path)
if snd_bank_n < AUDIO_CAP {
snd_bank_name[snd_bank_n] = name
snd_bank_id[snd_bank_n] = id
snd_bank_n = snd_bank_n + 1
}
return id
}
# the handle registered under `name`, or 0
function audio_named(name: pointer) -> int {
audio_init()
var i = 0
while i < snd_bank_n {
if snd_bank_name[i] == name { return snd_bank_id[i] }
i = i + 1
}
return 0
}
function audio_play_named(name: pointer) -> void { audio_play(audio_named(name)) }
function audio_play_music_named(name: pointer) -> void { audio_play_music(audio_named(name)) }
# Resolve a 1-based handle to its player pointer (null if out of range / empty).
function audio_get(id: int) -> pointer {
audio_init()