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
627 B
Markdown
14 lines
627 B
Markdown
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id: sprite-sheet
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name: Sprite.sheet
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category: sprite
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kind: namespace-method
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tokens: Sprite.sheet
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sig: Sprite.sheet(path, cellw, cellh) -> int
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tip: Load a spritesheet and remember its cell grid; returns a sheet handle.
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order: 1
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ns: Sprite
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member: sheet
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---
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Loads the PNG at <code>path</code> and records that its cells are <code>cellw x cellh</code> px, returning a sheet <em>handle</em>. Address its cells with <a href="sprite-cell"><code>Sprite.cell</code></a> / <a href="sprite-cell_span"><code>Sprite.cell_span</code></a>. The whole image is kept (variable size), so cells are not restricted to the 16x16 sprite table.
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