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>
538 B
538 B
| id | name | category | kind | tokens | sig | tip | order | ns | member |
|---|---|---|---|---|---|---|---|---|---|
| sprite-define | Sprite.define | sprite | namespace-method | Sprite.define | Sprite.define(name, sheet, col, row) -> int | Name a cell for later lookup; returns its sprite id. | 4 | Sprite | define |
Creates the cell at (col, row) of sheet and registers it under name, returning its sprite id. Look it up later with Sprite.named — content data (item/tile names) can drive rendering without hard-coded ids.