# ============================================================================ # systems_tileskin.ludic — the engine-owned tilemap-render system. # # A game that builds its world with Map.row(...) used to draw it by hand — a loop over # every cell calling a sprite draw per glyph. Declare one `TileSkin` entity per glyph # (from ludic.core) and the engine paints the whole Map.* grid each Render frame, # BEFORE the sprite system, so actors land on top of the floor and walls: # # spawn Wall { TileSkin { glyph: '#', sprite: wall_id, atlas: 1 } } # # Cells whose glyph has no skin are left to the clear colour (a flat floor is free). # Runs through the same draw chokepoints as sprites (camera / zoom / clip), integer, # deterministic. Spliced only when a game declares TileSkin. # # property TileSkin { glyph: int, sprite: int, atlas: int = 1, size: int = 16, scale: int = 1 } # ============================================================================ import "atlas.ludic" function esys_tileskin(rt_atlas_st: mut RtAtlasState, rt_core_st: mut RtCoreState, rt_image_st: RtImageState) -> void { let P = World.prop_id("TileSkin") if P < 0 { return } let f_glyph = World.field_id(P, "glyph") let f_sprite = World.field_id(P, "sprite") let f_atlas = World.field_id(P, "atlas") let f_size = World.field_id(P, "size") let f_scale = World.field_id(P, "scale") if (f_glyph < 0) or (f_sprite < 0) { return } var e = World.query_next(P, 0) while e >= 0 { let glyph = World.get(e, P, f_glyph) let sprite = World.get(e, P, f_sprite) var is_atlas = 1 if f_atlas >= 0 { is_atlas = World.get(e, P, f_atlas) } var size = 16 if f_size >= 0 { let sv = World.get(e, P, f_size); if sv > 0 { size = sv } } var sc = 1 if f_scale >= 0 { let cv = World.get(e, P, f_scale); if cv > 1 { sc = cv } } var ty = 0 while ty < rt_core_st.rt_maph { var tx = 0 while tx < rt_core_st.rt_mapw { if rt_tile(rt_core_st, tx, ty) == glyph { if is_atlas != 0 { atlas_draw_ex(rt_atlas_st, rt_core_st, rt_image_st, sprite, tx * size, ty * size, sc, 0, 0) } else { rt_draw_sprite_ex(rt_core_st, rt_image_st, sprite, tx * size, ty * size, sc, 0, 0) } } tx += 1 } ty += 1 } e = World.query_next(P, e + 1) } }