ludic/docs/language/assets/assets-image.md
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feat(assets): #81 namespaced spritesheet/atlas API (Sprite.* / Assets.*)
Sprite loading was a bare png_load — one file per 16x16 sprite, no way to load
one sheet and address a cell by grid coords or name. Adds a Sprite.*/Assets.*
runtime (atlas.ludic) over the variable-size image loader, so a cell is a
sub-rect of the kept image and is NOT restricted to the 16x16 sprite table:
Sprite.sheet(path,cw,ch), Sprite.cell(sheet,col,row),
Sprite.cell_span(sheet,col,row,cols,rows) (a sprite may span >1 cell),
Sprite.define/named (name + lookup), Sprite.draw/draw_scaled (through
camera/zoom/clip like Screen.sprite), Sprite.width/height, and
Assets.image/load/get. Spliced on demand (Sprite.sheet/… or Assets.*), so a
program using neither is byte-identical.

Example examples/library/atlas.ludic (verified against a real 12x11 Kenney
sheet, incl. a 2x3 multi-cell span and named lookup). 14 docs pages. Full
suite 114/0, goldens byte-identical, fixpoint holds.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-09-02 07:58:13 +03:00

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---
id: assets-image
name: Assets.image
category: assets
kind: namespace-method
tokens: Assets.image
sig: Assets.image(path) -> int
tip: Load a whole image file as one sprite; returns its id.
order: 1
ns: Assets
member: image
---
Loads the image at <code>path</code> as a single atlas sprite the size of the image, returning its id — the namespaced replacement for a bare <code>png_load</code>. Draw it with <a href="sprite-draw"><code>Sprite.draw</code></a>.