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>
25 lines
1.3 KiB
Text
25 lines
1.3 KiB
Text
# prefabs.ludic — prefabs: a model with preset fields, chained (`Grunt: Foe: Creature`),
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# spawned by name with overrides, `spawn` as an expression, `Prefab.spawn` / `spawn_at`
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# by a runtime name, and `self()` inside @OnSpawn. Deterministic; prints:
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# 230159 30 0 7 44 -1 2
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program Prefabs {
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import "ludic.core/components.ludic"
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property Enemy { kind: int = 0, hp: int = 10, team: int = 0 }
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model Creature { Position, Enemy }
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prefab Foe: Creature { Enemy { team: 2, hp: 1 }, Position { y: 9 } }
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prefab Grunt: Foe { Enemy { kind: 1, hp: 30 } }
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var last: int = -1
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@OnSpawn(Creature) handler Remember { last = self() }
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entry {
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let g = spawn Grunt { Position { x: 5 } } # Foe's presets, Grunt's, then this
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print(Enemy.of(g).team * 100000 + Enemy.of(g).hp * 1000 + Enemy.of(g).kind * 100 + Position.of(g).x * 10 + Position.of(g).y)
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let n = Prefab.spawn(name: "Grunt")
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print(Enemy.of(n).hp)
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print(g) # the first entity
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let placed = Prefab.spawn_at(name: "Foe", at: IVec2.make(7, 44))
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print(Position.of(placed).x)
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print(Position.of(placed).y)
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print(Prefab.spawn(name: "Nope")) # no such prefab
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print(last) # self() in the hook: the last spawn
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}
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}
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