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

@ -74,7 +74,116 @@ function emit_engine_systems_for_phase(phase: pointer) -> void {
# Tween.* fluent handles (#48): advanced each Update tick when the game uses
# them (gated on g_uses_tween_rt rather than a declared component).
if g_uses_tween_rt and (find_fn("esys_tween") != null) { emit(" call void @fn_esys_tween()\n") }
if has_countdowns() { emit(" call void @L_countdowns()\n") } # `countdown` fields tick toward 0
if g_uses_fx and (find_fn("fx_tick") != null) { emit(" call void @fn_fx_tick()\n") } # Fx.* age and move
}
if (phase == "Render") {
if g_uses_fx and (find_fn("fx_draw") != null) { emit(" call void @fn_fx_draw()\n") } # Fx.* draw after the sprites
}
}
# @L_countdowns(): every `countdown` field of every live entity that carries the
# component steps toward 0 once per Update (never below it). The timer idiom —
# "frames left" fields counted down by hand in a handler — becomes a field type.
function emit_countdown_system() -> void {
let me = itoa(MAX_ENT)
emit("define void @L_countdowns() {\nentry:\n")
emit(" %n = load i32, ptr @L_entc\n br label %loop\nloop:\n")
emit(" %i = phi i32 [ 0, %entry ], [ %i1, %next ]\n")
emit(" %go = icmp slt i32 %i, %n\n br i1 %go, label %body, label %done\nbody:\n")
emit(" %ap = getelementptr inbounds ["); emit(me); emit(" x i32], ptr @L_alive, i32 0, i32 %i\n")
emit(" %al = load i32, ptr %ap\n %alive = icmp ne i32 %al, 0\n br i1 %alive, label %c0, label %next\n")
var k = 0
var i = 0
while i < len(prog) {
let d = prog[i]
if d.kind == N_COMP {
var any = false
var f = 0
while f < len(d.kids) { if (d.kids[f].ty == "countdown") { any = true }; f = f + 1 }
if any {
let sk = itoa(k); let nk = itoa(k + 1)
emit("c"); emit(sk); emit(":\n")
emit(" %h"); emit(sk); emit(" = getelementptr inbounds ["); emit(me); emit(" x i8], ptr @H_"); emit(d.s); emit(", i32 0, i32 %i\n")
emit(" %hv"); emit(sk); emit(" = load i8, ptr %h"); emit(sk); emit("\n")
emit(" %has"); emit(sk); emit(" = icmp ne i8 %hv"); emit(sk); emit(", 0\n")
emit(" br i1 %has"); emit(sk); emit(", label %t"); emit(sk); emit(", label %c"); emit(nk); emit("\n")
emit("t"); emit(sk); emit(":\n")
emit(" %s"); emit(sk); emit(" = getelementptr inbounds ["); emit(me); emit(" x %Cmp_"); emit(d.s); emit("], ptr @S_"); emit(d.s); emit(", i32 0, i32 %i\n")
f = 0
while f < len(d.kids) {
if (d.kids[f].ty == "countdown") {
let fk = sk + ("_") + itoa(f)
emit(" %fa"); emit(fk); emit(" = getelementptr inbounds %Cmp_"); emit(d.s); emit(", ptr %s"); emit(sk); emit(", i32 0, i32 "); emit(itoa(f)); emit("\n")
emit(" %fv"); emit(fk); emit(" = load i32, ptr %fa"); emit(fk); emit("\n")
emit(" %fp"); emit(fk); emit(" = icmp sgt i32 %fv"); emit(fk); emit(", 0\n")
emit(" %fd"); emit(fk); emit(" = sub i32 %fv"); emit(fk); emit(", 1\n")
emit(" %fn"); emit(fk); emit(" = select i1 %fp"); emit(fk); emit(", i32 %fd"); emit(fk); emit(", i32 %fv"); emit(fk); emit("\n")
emit(" store i32 %fn"); emit(fk); emit(", ptr %fa"); emit(fk); emit("\n")
}
f = f + 1
}
emit(" br label %c"); emit(nk); emit("\n")
k = k + 1
}
}
i = i + 1
}
emit("c"); emit(itoa(k)); emit(":\n br label %next\n")
emit("next:\n %i1 = add i32 %i, 1\n br label %loop\ndone:\n ret void\n}\n\n")
}
# @L_prefab_<Name>(): spawn one prefab with its presets; @L_spawn_prefab(name):
# the runtime dispatch by name that Prefab.spawn(name:) calls (-1 for no such prefab).
function emit_prefab_fn(pre: Node) -> void {
ll_t = 0; ll_lbl = 0; g_term = false; loc_reset(); nloop = 0; nself = 0
g_cur_scene = null
ret_ty = "int"
let fbody = buf_new()
falloc = buf_new()
let saved = code
code = fbody
let sp = node(S_SPAWN); sp.s = pre.s
let e = emit_spawn(sp)
emit(" ret i32 "); emit(e); emit("\n")
code = saved
emit("define i32 @L_prefab_"); emit(pre.s); emit("() {\nentry:\n")
emit(buf_str(falloc))
emit(buf_str(fbody))
emit("}\n\n")
}
function emit_prefab_fns() -> void {
var i = 0
while i < len(prog) { if prog[i].kind == N_PREFAB { emit_prefab_fn(prog[i]) }; i = i + 1 }
g_uses_str = true
ll_t = 0; ll_lbl = 0; g_term = false; loc_reset(); nloop = 0; nself = 0
let fbody = buf_new()
falloc = buf_new()
let saved = code
code = fbody
i = 0
while i < len(prog) {
let d = prog[i]
if d.kind == N_PREFAB {
let lit = node(E_STR); lit.s = d.s
let sv = emit_expr(lit)
let same = emit_bind(`call i32 @fn_str_eq(ptr %name, ptr {sv.code})`)
let hit = emit_bind(`icmp ne i32 {same}, 0`)
let yes = lbl("pf"); let no = lbl("pfn")
emit(" br i1 "); emit(hit); emit(", label %"); emit(yes); emit(", label %"); emit(no); emit("\n")
emit(yes); emit(":\n")
let r = emit_bind(`call i32 @L_prefab_{d.s}()`)
emit(" ret i32 "); emit(r); emit("\n")
emit(no); emit(":\n")
}
i = i + 1
}
emit(" ret i32 -1\n")
code = saved
emit("define i32 @L_spawn_prefab(ptr %name) {\nentry:\n")
emit(buf_str(falloc))
emit(buf_str(fbody))
emit("}\n\n")
}
# Global handlers run first, then the active scene's layer handlers in
@ -101,6 +210,7 @@ function phase_id(phase: pointer) -> int {
if phase == "Render" { return 4 }
if phase == "Start" { return 5 }
if phase == "OnQuit" { return 6 }
if phase == "Overlay" { return 7 } # HUD/UI pass after the engine drew sprites
return 7
}
@ -223,18 +333,46 @@ function emit_calls_for_phase(phase: pointer) -> void {
}
emit_engine_systems_for_phase(phase) # engine-owned systems run after every user handler
emit_dyn_systems_for_phase(phase) # #64: mod-registered systems run last
if (phase == "Overlay") { emit_scene_menu_render() } # a scene's `shows` menu paints last
}
# the menu of the live `scene X shows Menu`, drawn on top of everything else
function emit_scene_menu_render() -> void {
var any = false
var i = 0
while i < len(g_scenes) { if (g_scenes[i].ty != null) { any = true }; i = i + 1 }
if not any { return }
let cs = emit_bind("load i32, ptr @L_scene")
i = 0
while i < len(g_scenes) {
let sc = g_scenes[i]
if (sc.ty != null) {
let ce = emit_bind(`icmp eq i32 {cs}, {itoa(sc.ival)}`)
let run = lbl("mrun"); let skip = lbl("mskip")
emit(" br i1 "); emit(ce); emit(", label %"); emit(run); emit(", label %"); emit(skip); emit("\n")
emit(run); emit(":\n call void @fn_rt_ui_render()\n")
emit(" br label %"); emit(skip); emit("\n"); emit(skip); emit(":\n")
}
i = i + 1
}
}
# on enter / on exit compile to void functions @scene_enter_<Name> /
# @scene_exit_<Name>, called at the transition point (and enter at boot for the
# start scene). Emitted for every scene, empty body when the hook is absent.
function emit_scene_fn(name: pointer, kind: pointer, body: Node) -> void {
function emit_scene_fn(name: pointer, kind: pointer, body: Node, menu: pointer) -> void {
ll_t = 0; ll_lbl = 0; g_term = false; loc_reset(); nloop = 0; nself = 0
ret_ty = "void"
let fbody = buf_new()
falloc = buf_new()
let saved = code
code = fbody
# `scene X shows Menu`: a free cursor and the menu open on enter, closed on exit
if (menu != null) and (kind == "enter") {
if (find_fn("input_cursor_mode") != null) { emit(" call void @fn_input_cursor_mode(i32 0)\n") }
emit(" call void @fn_rt_ui_open(i32 "); emit(itoa(ui_index_of("UI_" + menu))); emit(")\n")
}
if (menu != null) and (kind == "exit") { emit(" call void @fn_rt_ui_close()\n") }
if (body != null) { emit_block(body) }
# EV1: a `public` scene fires scene_<S>_enter / scene_<S>_exit after its block
let sev = `scene_{name}_{kind}`
@ -253,10 +391,31 @@ function emit_scene_hooks() -> void {
while i < len(g_scenes) {
let sc = g_scenes[i]
g_cur_scene = sc
emit_scene_fn(sc.s, "enter", sc.a)
emit_scene_fn(sc.s, "exit", sc.b)
emit_scene_fn(sc.s, "enter", sc.a, sc.ty)
emit_scene_fn(sc.s, "exit", sc.b, sc.ty)
i = i + 1
}
g_cur_scene = null
if len(g_scenes) > 0 { emit_scene_leave_fn() } # a program without scenes has no @L_scene
}
# @L_scene_leave(): run the on-exit hook of whichever scene is live — what a
# `become` outside any scene's own handlers (a global handler, an @On listener,
# a plain function) calls, since it cannot know the leaving scene at compile time.
function emit_scene_leave_fn() -> void {
emit("define void @L_scene_leave() {\nentry:\n")
emit(" %s = load i32, ptr @L_scene\n")
var i = 0
while i < len(g_scenes) {
let sc = g_scenes[i]
let k = itoa(i)
emit(" %is"); emit(k); emit(" = icmp eq i32 %s, "); emit(itoa(sc.ival)); emit("\n")
emit(" br i1 %is"); emit(k); emit(", label %leave"); emit(k); emit(", label %next"); emit(k); emit("\n")
emit("leave"); emit(k); emit(":\n call void @scene_exit_"); emit(sc.s); emit("()\n ret void\n")
emit("next"); emit(k); emit(":\n")
i = i + 1
}
emit(" ret void\n}\n\n")
}
# @OnDespawn(Model) hooks compile to `@on_despawn_<Model>(entity, reason)`
@ -443,6 +602,7 @@ function emit_event_fns() -> void {
# --- @ev_<E>(payload): fire compile-time listeners, then foreign ones
ll_t = 0; ll_lbl = 0; g_term = false; loc_reset(); nloop = 0; nself = 0
g_cur_scene = null # a listener belongs to no scene: `become` leaves the live one
ret_ty = "void"
let fbody = buf_new()
falloc = buf_new()