ludic/tools/atlas.ludic
Orkuncakilkaya effb3f637f refactor(lang): rename the ptr/ptrs types to pointer/pointers
Expand the abbreviated pointer types to full words on the language surface:
  ptr   ->  pointer     (a raw address / FFI handle)
  ptrs  ->  pointers    (a buffer of pointers)

The Ludic type name is distinct from LLVM's own `ptr` spelling: llty() maps
`pointer`/`pointers` to LLVM `ptr`, and the emitted IR keeps `ptr`, so only
the Ludic-level surface changes. Rewrites type annotations across all
sources, the 8 hardcoded pointer type-tags, the `pointers`-buffer indexing
in emit_addr, the grammars/LSP/JetBrains tokens, and the docs
(type-ptr -> type-pointer, type-ptrs -> type-pointers). int/bool keep their
conventional short spelling (like Math).

Reseeded; C-free fixpoint holds; all suites green (45/24/29); site + check.py OK.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-30 01:58:54 +03:00

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# ============================================================================
# atlas.ludic — render a Kenney tile pack as one index-labeled sheet, so you can
# see which sprite id is which before referring to it in a game.
#
# ludicc tools/atlas.ludic --headless -o build/atlas
# ./build/atlas && sips -s format png out.ppm --out atlas.png
#
# Replaces the old tools/atlas.c, which used the C runtime that no longer
# exists. It is the same program, in the language it is a tool for.
# ============================================================================
game Atlas {
const DIR: str = "assets/kenney/tiny-dungeon/Tiles"
const N: int = 132
const COLS: int = 12
const CELL: int = 24
system Sheet phase Start {
clear(0x101018)
for i in 0 .. N {
let col = i % COLS
let row = i / COLS
let x = col * CELL
let y = row * CELL
# tile_0000.png … tile_0131.png — the id is the file's number
let id = load_png(tile_path(i))
if id >= 0 {
draw_sprite(id, x + 4, y + 2)
}
text_int(x + 1, y + 18, i, 0x8090b0, 1)
}
present()
quit()
}
# build "<DIR>/tile_%04d.png" without a formatter: the runtime's string
# helpers write into a scratch buffer we own
function tile_path(i: int) -> string {
let buf = atlas_buf()
let n = rt_put_str(buf, 0, DIR)
n = rt_put_str(buf, n, "/tile_")
if i < 1000 { poke8(buf, n, 48) n = n + 1 }
if i < 100 { poke8(buf, n, 48) n = n + 1 }
if i < 10 { poke8(buf, n, 48) n = n + 1 }
n = rt_put_int(buf, n, i)
n = rt_put_str(buf, n, ".png")
poke8(buf, n, 0)
return buf
}
var atlas_scratch: pointer = ptr_null()
function atlas_buf() -> pointer {
if ptr_is_null(atlas_scratch) { atlas_scratch = mem_alloc(512) }
return atlas_scratch
}
}