feat(assets): #81 namespaced spritesheet/atlas API (Sprite.* / Assets.*)
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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>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-02 07:58:13 +03:00
parent ab4546e365
commit f3f1336882
21 changed files with 34542 additions and 32915 deletions

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---
id: sprite
title: Sprite
order: 33
---
A namespaced spritesheet / atlas API. <a href="sprite-sheet"><code>Sprite.sheet</code></a> loads one image and remembers its cell grid; <a href="sprite-cell"><code>Sprite.cell</code></a> addresses a cell by grid coords and <a href="sprite-cell_span"><code>Sprite.cell_span</code></a> a sprite that spans more than one cell; <a href="sprite-define"><code>Sprite.define</code></a> / <a href="sprite-named"><code>Sprite.named</code></a> name and look up a cell; <a href="sprite-draw"><code>Sprite.draw</code></a> / <a href="sprite-draw_scaled"><code>Sprite.draw_scaled</code></a> blit it (through the camera / zoom / clip). It stands on the variable-size image loader, so a cell can be any size — not just 16x16. (Distinct from the <code>Sprite</code> engine component of the sprite-render system.)