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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@ -97,7 +97,7 @@ program LudicFmt {
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# ---- vocabulary classifiers ----
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function is_type_word(w: pointer) -> bool {
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return (w == "int") or (w == "long") or (w == "fixed") or (w == "bool") or (w == "entity") or (w == "str") or (w == "ptr") or (w == "byte") or (w == "words") or (w == "fixeds") or (w == "ptrs") or (w == "void")
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return (w == "int") or (w == "long") or (w == "fixed") or (w == "countdown") or (w == "bool") or (w == "entity") or (w == "string") or (w == "pointer") or (w == "byte") or (w == "words") or (w == "fixeds") or (w == "pointers") or (w == "void")
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}
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function is_phase_word(w: pointer) -> bool {
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return (w == "Start") or (w == "Input") or (w == "FixedUpdate") or (w == "Update") or (w == "LateUpdate") or (w == "Render")
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@ -107,7 +107,7 @@ program LudicFmt {
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if (w == "const") or (w == "var") or (w == "function") or (w == "extern") or (w == "handler") or (w == "entry") or (w == "event") or (w == "scene") { return true }
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if (w == "phase") or (w == "query") or (w == "on") or (w == "cancellable") or (w == "public") or (w == "layer") or (w == "start") { return true }
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if (w == "let") or (w == "return") or (w == "if") or (w == "else") or (w == "while") or (w == "for") or (w == "in") or (w == "spawn") or (w == "despawn") { return true }
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if (w == "enable") or (w == "disable") or (w == "match") or (w == "machine") or (w == "state") or (w == "become") or (w == "where") { return true }
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if (w == "enable") or (w == "disable") or (w == "match") or (w == "machine") or (w == "state") or (w == "become") or (w == "where") or (w == "prefab") { return true }
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if (w == "and") or (w == "or") or (w == "not") or (w == "break") or (w == "continue") or (w == "new") or (w == "emit") or (w == "cancel") { return true }
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return false
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}
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@ -249,7 +249,7 @@ program LudicFmt {
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if pk == LT_ANNO and c1 and c0 == 40 { return 0 } # @anno(
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if c1 and c0 == 40 and ck == LT_OP {
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if pk == LT_ID or pk == LT_TYPE or pk == LT_PHASE { return 0 } # function move( / clear(
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if pk == LT_OP { if p1 and (p0 == 41 or p0 == 93) { return 1 }; return 0 }
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if pk == LT_OP { return 1 } # `= (`, `+ (`, `) (` keep a space
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return 1
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}
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return 1
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@ -204,7 +204,7 @@ program LudicLsp {
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return c == 43 or c == 45 or c == 42 or c == 47 or c == 37 or c == 60 or c == 62 or c == 61 or c == 40 or c == 41 or c == 123 or c == 125 or c == 91 or c == 93 or c == 44 or c == 58 or c == 46 or c == 33 or c == 64 or c == 59
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}
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function is_type_word(w: pointer) -> bool {
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return (w == "int") or (w == "long") or (w == "fixed") or (w == "bool") or (w == "entity") or (w == "string") or (w == "pointer") or (w == "byte") or (w == "words") or (w == "fixeds") or (w == "pointers") or (w == "Vector") or (w == "IVec2") or (w == "Rect") or (w == "void")
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return (w == "int") or (w == "long") or (w == "fixed") or (w == "countdown") or (w == "bool") or (w == "entity") or (w == "string") or (w == "pointer") or (w == "byte") or (w == "words") or (w == "fixeds") or (w == "pointers") or (w == "Vector") or (w == "IVec2") or (w == "Rect") or (w == "void")
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}
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function is_phase_word(w: pointer) -> bool {
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return (w == "Start") or (w == "Input") or (w == "FixedUpdate") or (w == "Update") or (w == "LateUpdate") or (w == "Render")
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@ -214,7 +214,7 @@ program LudicLsp {
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if (w == "const") or (w == "var") or (w == "function") or (w == "extern") or (w == "handler") or (w == "entry") or (w == "event") or (w == "scene") { return true }
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if (w == "phase") or (w == "query") or (w == "on") or (w == "cancellable") or (w == "public") or (w == "layer") or (w == "start") { return true }
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if (w == "let") or (w == "return") or (w == "if") or (w == "else") or (w == "while") or (w == "for") or (w == "in") or (w == "spawn") or (w == "despawn") { return true }
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if (w == "enable") or (w == "disable") or (w == "match") or (w == "machine") or (w == "state") or (w == "become") or (w == "where") { return true }
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if (w == "enable") or (w == "disable") or (w == "match") or (w == "machine") or (w == "state") or (w == "become") or (w == "where") or (w == "prefab") { return true }
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if (w == "and") or (w == "or") or (w == "not") or (w == "break") or (w == "continue") or (w == "new") or (w == "emit") or (w == "cancel") { return true }
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return false
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}
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@ -67,11 +67,11 @@ static const char* LUDIC_KW_RESERVED[] = {
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};
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static const char* LUDIC_KW_STMT[] = {
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"let","return","if","else","while","for","in","spawn","despawn",
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"enable","disable","match","machine","state","become","where",
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"enable","disable","match","machine","state","become","where","prefab",
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"and","or","not","break","continue","new","emit","cancel","try", 0
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};
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static const char* LUDIC_TYPES[] = {
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"int","long","fixed","bool","entity","string","pointer","byte","words","fixeds","pointers","Vector","IVec2","Rect","void", 0
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"int","long","fixed","countdown","bool","entity","string","pointer","byte","words","fixeds","pointers","Vector","IVec2","Rect","void", 0
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};
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static const char* LUDIC_PHASES[] = {
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"Start","Input","FixedUpdate","Update","LateUpdate","Render", 0
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