ludic/selfhost/frontend
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feat(render): #85 engine sprite-render system + deprecate bare draw_sprite
The engine already auto-ticks SpriteAnim/Motion; it now auto-DRAWS too.
Declare a Sprite component (id/offx/offy/scale/flip/tint/hidden, shipped from
ludic.core) on an entity with a Position and esys_sprite draws it each Render
frame — no hand-written Render handler, no hand animation (adds the SpriteAnim
frame when present). Registered on the engine-system registry (Render) and
spliced only when the game declares Sprite, so a game that never declares it
compiles byte-identically; opt out by omitting Sprite or `disable system
esys_sprite`.

Deprecates the bare draw_sprite/draw_sprite_scaled globals in favour of
Screen.sprite/Screen.sprite_scaled: a direct bare call emits a one-time
compile-time deprecation note (the bare form still lowers, since Screen.sprite
uses it); migrates the chronorift demo to the namespaced calls (golden render
byte-identical).

Example sprite_render (pixel-readback: engine draws the sprite, respects
hidden). Full suite 109/0, goldens byte-identical, fixpoint holds.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-09-02 07:20:13 +03:00
..
ast.ludic feat(errors): recoverable failures as values — try/else over ok/err results (#46) 2026-08-31 15:04:14 +03:00
lex.ludic feat(http): Http.* poll-based HTTP/HTTPS client over a native NSURLConnection backend (#6) 2026-08-31 18:10:53 +03:00
parse.ludic feat(render): #85 engine sprite-render system + deprecate bare draw_sprite 2026-09-02 07:20:13 +03:00
parse_game.ludic feat(types): tagged-union enums — variant payloads + binding match + exhaustiveness (#56) 2026-09-01 03:07:46 +03:00