Closes the two open issues and lands the pending unreleased batch: - #90: `Sprite { atlas: 1 }` routes esys_sprite through atlas_draw_ex (scale/flip/tint), so cell / cell_span / strip ids of any size draw through the engine sprite-render system. examples/library/sprite_atlas is the pixel-readback regression. - #91: `become` from an @On(Event) listener / global handler / plain function no longer segfaults the compiler; it emits @L_scene_leave() (a dispatch on the live scene id) so the leaving scene's on-exit runs. UI_* handles are readable from any code (widget table built on first use). examples/library/scene_menus covers it. - fix: a windowed `ludicc -o` build that reaches the audio runtime only through the atlas/Assets preload import now links audio.ll + AVFoundation (the audio backend link was gated on a game-level Audio.* call, so any windowed game declaring Sprite failed to link). - the hand-written "Unreleased" CHANGELOG section is converted to changesets under changes/ so `x release` generates it. - plus the batch: engine-driven retained UI + UiClicked event, Overlay phase, TileSkin tilemap-render system, Key.* constants, Font/Ui/File namespaces, Sprite.strip, prefabs, managers, countdown fields, enum-typed machines, layer @Queries, ludic.prefs / ludic.dungeon packages, Ai.seek pathing, Solids.solid2, cursor confine (mode 3) fix, shooter centre-aim fix, reserved-word function diagnostic. Verified: x test (124/124), x test-tools, check-impl, check-vocabulary, check-docs, docs-gen + docs-check, bootstrap-cfree (seed is a fixpoint). Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
26 lines
1.2 KiB
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26 lines
1.2 KiB
Text
# ludic.core — the canonical engine-ABI components (#77).
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#
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# The engine-owned movement system (runtime/native/systems_move.ludic) reads
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# Position / Body / Collider / Solids *by name* through the reflection ABI, but
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# no package defined them — so every game and every example re-declared identical
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# `property Position/Body/Collider` bundles by hand, copy-pasting the engine ABI.
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# That is exactly the kind of thing a game developer should never hand-write.
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#
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# This package ships those bundles as the one canonical definition. A game
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# imports them instead of copy-pasting, and extends by *composition* — attach
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# your own components alongside on the same model; the engine still resolves
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# Position/Body/Collider by name, and any field a game does not need simply keeps
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# its default. It is an ordinary source package: AOT means the properties compile
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# straight into the consumer's compile-time ECS with no ABI seam, and everything
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# stays integer + Q16.16 deterministic (lockstep / replay / world_save hold).
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package "ludic.core"
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version "0.1.0"
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kind source
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provides "Position"
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provides "Body"
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provides "Collider"
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provides "Solids"
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provides "Sprite"
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provides "Bounds"
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provides "SpriteAnim"
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provides "TileSkin"
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