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>
29 lines
1.2 KiB
Text
29 lines
1.2 KiB
Text
# scene_menus.ludic — scenes: `become` from an @On listener, @Queries handlers inside
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# a layer, `scene X shows Menu` (opened / closed by the engine), `lasts N then Y`,
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# `goto:` buttons, and scene-qualified handler names. Keys drive frames. Prints:
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# 100 200 201 1 202 300 6 7 8
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program SceneMenus {
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import "ludic.core/components.ludic"
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property Pos { x: int = 0 }
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model Thing { Pos }
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var menu_font: int = 0
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var frames: int = 0
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ui Menu {
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panel id: Root w: 100 pad: 4 bg: Color.Gunmetal border: Color.SlateGray align: center {
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button id: Go text: "Go" font: menu_font size: 16 w: 80 goto: Play
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}
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}
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scene Splash start lasts 1 then Title { on enter { print(100) } }
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scene Title shows Menu {
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on enter { print(200) }
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on exit { print(202) }
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layer L { handler Tick phase Update { frames += 1; if frames == 1 { print(201); emit UiClicked(id: UI_Go) } } }
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}
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@On(UiClicked) handler Report { print(id) } # UI_Go is widget 1 (the root panel is 0)
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scene Play {
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on enter { print(300); spawn Thing { Pos { x: 5 } } }
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layer Sim {
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@Queries(these: [Pos]) handler Tick phase Update { Pos.x += 1; print(Pos.x); if Pos.x >= 8 { quit() } }
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}
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}
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}
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