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>
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139 changed files with 58981 additions and 43671 deletions
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@ -422,6 +422,7 @@ function emit_tick_helpers() -> void {
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emit("define void @L_tick_render() {\nentry:\n")
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ll_t = 0; ll_lbl = 0
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emit_calls_for_phase("Render")
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emit_calls_for_phase("Overlay")
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emit(" ret void\n}\n\n")
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}
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@ -433,6 +434,8 @@ function emit_game_defs() -> void {
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while i < len(prog) { if prog[i].kind == N_SYS { emit_system_fn(prog[i]) }; i = i + 1 }
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emit_despawn_hooks()
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emit_scene_hooks()
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if has_countdowns() { emit_countdown_system() } # `countdown` fields (see emit_game.ludic)
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if has_prefabs() { emit_prefab_fns() } # @L_prefab_<Name> + @L_spawn_prefab(name)
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emit_tick_helpers()
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}
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@ -443,6 +446,7 @@ function emit_game_main() -> void {
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emit(" store i32 %argc, ptr @L_argc\n")
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emit(" store ptr %argv, ptr @L_argv\n")
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if (find_fn("rt_init") != null) { emit(" call void @fn_rt_init()\n") }
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emit(" call void @L_init_globals()\n")
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emit_calls_for_phase("Start")
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# enter the start scene once, after boot: store its id and run its on-enter.
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if len(g_scenes) > 0 {
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@ -482,6 +486,12 @@ function emit_game_main() -> void {
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emit(" store i32 "); emit(k); emit(", ptr @L_key\n")
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}
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}
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# a program with `ui` blocks: navigate the open UI from this frame's key and emit
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# UiClicked on activation — so a scene never polls ui_tick by hand.
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if has_ui() and (find_fn("rt_ui_tick") != null) {
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let uk = emit_bind("load i32, ptr @L_key")
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emit(" call void @fn_rt_ui_tick(i32 "); emit(uk); emit(")\n")
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}
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emit_calls_for_phase("Input")
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emit_calls_for_phase("FixedUpdate")
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emit_calls_for_phase("Update")
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@ -495,6 +505,9 @@ function emit_game_main() -> void {
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emit(" call void @fn_rt_clear(i32 "); emit(itoa(g_clear_color)); emit(")\n")
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}
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emit_calls_for_phase("Render")
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# Overlay: HUD / menus drawn after every engine Render system (sprites, lights), so
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# game UI is never painted under an actor. Presented together with the frame.
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emit_calls_for_phase("Overlay")
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if g_has_clear_color and (find_fn("rt_present") != null) {
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emit(" call void @fn_rt_present()\n")
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}
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