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

@ -74,6 +74,7 @@ var pm_c_layer: int = 0 - 1
var pm_c_mask: int = 0 - 1
var phys_ts: int = 0 # tile size px (0 = grid off)
var phys_wall: int = 0 # solid glyph
var phys_wall2: int = 0 # optional second solid glyph (Solids.solid2), e.g. a closed door
var phys_oneway: int = 0 # one-way platform glyph (0 = none)
# the moving body's own layer/mask, so the solid scan can filter by them
@ -106,7 +107,9 @@ function phys_tile_solid(c: int, r: int) -> bool {
if r < 0 { return true }
if c >= rt_mapw { return true }
if r >= rt_maph { return true }
return rt_tile(c, r) == phys_wall
let g = rt_tile(c, r)
if g == phys_wall { return true }
return (phys_wall2 != 0) and (g == phys_wall2)
}
# a one-way platform tile (in bounds only — the arena edge is a full wall above).
function phys_tile_oneway(c: int, r: int) -> bool {
@ -395,7 +398,7 @@ function esys_move() -> void {
pm_c_layer = World.field_id(pm_col, "layer")
pm_c_mask = World.field_id(pm_col, "mask")
}
phys_ts = 0; phys_wall = 0; phys_oneway = 0
phys_ts = 0; phys_wall = 0; phys_wall2 = 0; phys_oneway = 0
let ps = World.prop_id("Solids")
if ps >= 0 {
let se = World.query_next(ps, 0)
@ -406,6 +409,10 @@ function esys_move() -> void {
if f_tile >= 0 { phys_ts = World.get(se, ps, f_tile) }
if f_wall >= 0 { phys_wall = World.get(se, ps, f_wall) }
if f_ow >= 0 { phys_oneway = World.get(se, ps, f_ow) }
let f_w2 = World.field_id(ps, "solid2")
if f_w2 >= 0 { phys_wall2 = World.get(se, ps, f_w2) }
rt_map_solid1 = phys_wall; rt_map_solid2 = phys_wall2 # Map.is_solid reads the same config
if phys_ts > 0 { rt_map_tile_px = phys_ts }
}
}