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>
21 lines
692 B
Markdown
21 lines
692 B
Markdown
---
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id: assets-font
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name: Assets.font
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category: assets
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kind: namespace-method
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tokens: Assets.font
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sig: Assets.font(name: s) -> int
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tip: A font loaded through the preload queue, by name.
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order: 9
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ns: Assets
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member: font
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---
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The font handle for a <code>.ttf</code> / <code>.ttc</code> that <code>Assets.enqueue</code> loaded under <code>name</code>; 0 while it is not loaded yet. The queue sorts by extension: images become sprites (<code>Assets.get</code>), sounds go to the audio bank (<code>Audio.play(name:)</code>), fonts here.
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```ludic
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# doc-check: skip — illustrative
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Assets.enqueue(name: "menu", path: "assets/fonts/PixelOperator.ttf")
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…
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menu_font = Assets.font(name: "menu")
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```
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