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>
14 lines
479 B
Markdown
14 lines
479 B
Markdown
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id: sprite-draw
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name: Sprite.draw
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category: sprite
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kind: namespace-method
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tokens: Sprite.draw
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sig: Sprite.draw(id, x, y)
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tip: Blit an atlas sprite at (x, y) through the camera/zoom/clip.
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order: 6
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ns: Sprite
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member: draw
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Draws atlas sprite <code>id</code> with its top-left at <code>(x, y)</code>. Sufficiently-opaque pixels are drawn through <code>rt_put_px</code>, so the camera, zoom and clip apply exactly like <a href="screen-sprite"><code>Screen.sprite</code></a>.
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