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>
20 lines
782 B
Markdown
20 lines
782 B
Markdown
---
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id: sprite-strip
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name: Sprite.strip
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category: sprite
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kind: namespace-method
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tokens: Sprite.strip
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sig: Sprite.strip(sheet, col, row, count, rows) -> int
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tip: A run of animation frames as consecutive sprite ids.
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order: 9
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ns: Sprite
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member: strip
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---
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Registers <code>count</code> frames starting at cell (<code>col</code>, <code>row</code>), each <code>rows</code> cells tall, as consecutive ids and returns the first. With a <code>SpriteAnim</code> on the entity the engine adds the current frame to <code>Sprite.id</code>, so the strip's first id is all a spawn needs.
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```ludic
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# doc-check: skip — illustrative
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let hero_run = Sprite.strip(sheet: sheet, col: 8, row: 2, count: 8, rows: 2)
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spawn Hero { Sprite { id: hero_run, atlas: 1 }, SpriteAnim { fps: 8, frames: 4 } }
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```
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