# sprite_render.ludic — the engine-owned sprite-render system (#85). Declare a # Sprite component (from ludic.core) on an entity with a Position and the engine # draws it each Render frame — no hand-written Render handler querying positions # and calling draw_sprite per entity. A `hidden` sprite is skipped. Verified by # pixel readback after one frame. # # Driven headless by one stdin key ('q' quits after the frame renders). # printf 'q' | LUDIC_MODULES=packages bin/ludic examples/library/sprite_render.ludic -> 1 0 program SpriteRender { import "ludic.core/components.ludic" var HERO: int = 0 @OnStart handler Boot { HERO = png_load("assets/kenney/tiny-dungeon/Tiles/tile_0096.png") spawn Shown { Position { x: 40, y: 40 }, Sprite { id: HERO } } spawn Hidden { Position { x: 100, y: 40 }, Sprite { id: HERO, hidden: 1 } } } # An empty Render handler: the engine sprite system draws the Sprite entities. handler Draw phase Render { } @OnQuit handler Report { var drew = 0 for yy in 40 .. 56 { for xx in 40 .. 56 { if Screen.pixel(xx, yy) != 0 { drew = 1 } } } print(drew) # 1 — the engine drew the shown sprite var hid = 0 for yy in 40 .. 56 { for xx in 100 .. 116 { if Screen.pixel(xx, yy) != 0 { hid = 1 } } } print(hid) # 0 — the hidden sprite was skipped } }