feat(assets): #81 namespaced spritesheet/atlas API (Sprite.* / Assets.*)
Sprite loading was a bare png_load — one file per 16x16 sprite, no way to load one sheet and address a cell by grid coords or name. Adds a Sprite.*/Assets.* runtime (atlas.ludic) over the variable-size image loader, so a cell is a sub-rect of the kept image and is NOT restricted to the 16x16 sprite table: Sprite.sheet(path,cw,ch), Sprite.cell(sheet,col,row), Sprite.cell_span(sheet,col,row,cols,rows) (a sprite may span >1 cell), Sprite.define/named (name + lookup), Sprite.draw/draw_scaled (through camera/zoom/clip like Screen.sprite), Sprite.width/height, and Assets.image/load/get. Spliced on demand (Sprite.sheet/… or Assets.*), so a program using neither is byte-identical. Example examples/library/atlas.ludic (verified against a real 12x11 Kenney sheet, incl. a 2x3 multi-cell span and named lookup). 14 docs pages. Full suite 114/0, goldens byte-identical, fixpoint holds. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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docs/language/assets/_section.md
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docs/language/assets/_section.md
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id: assets
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title: Assets
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order: 34
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Loading and lookup for whole-file assets, paired with the <a href="sprite-sheet"><code>Sprite.*</code></a> atlas API. <a href="assets-image"><code>Assets.image</code></a> (and its alias <a href="assets-load"><code>Assets.load</code></a>) loads a whole image file as one sprite; <a href="assets-get"><code>Assets.get</code></a> looks a named sprite up.
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