feat(assets): #81 namespaced spritesheet/atlas API (Sprite.* / Assets.*)
All checks were successful
bootstrap / cfree-fixpoint (push) Successful in 22s
ci / build-and-test (push) Successful in 2m24s
commit-lint / conventional-commits (push) Successful in 4s
docs / build-and-deploy (push) Successful in 29s

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

View file

@ -0,0 +1,14 @@
---
id: sprite-draw_scaled
name: Sprite.draw_scaled
category: sprite
kind: namespace-method
tokens: Sprite.draw_scaled
sig: Sprite.draw_scaled(id, x, y, scale)
tip: Blit an atlas sprite scaled by an integer factor.
order: 7
ns: Sprite
member: draw_scaled
---
Draws atlas sprite <code>id</code> at <code>(x, y)</code> scaled by the integer <code>scale</code> (each source pixel becomes a <code>scale x scale</code> block). For sub-integer / camera zoom, use <a href="camera-zoom"><code>Camera.zoom</code></a> around a plain <a href="sprite-draw"><code>Sprite.draw</code></a>.