ludic/examples/library/sprite_render.ludic

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# sprite_render.ludic — the engine-owned sprite-render system (#85). Declare a
# Sprite component (from ludic.core) on an entity with a Position and the engine
# draws it each Render frame — no hand-written Render handler querying positions
# and calling draw_sprite per entity. A `hidden` sprite is skipped. Verified by
# pixel readback after one frame.
#
# Driven headless by one stdin key ('q' quits after the frame renders).
# printf 'q' | LUDIC_MODULES=packages bin/ludic examples/library/sprite_render.ludic -> 1 0
program SpriteRender {
import "ludic.core/components.ludic"
state SpriterenderState {
HERO: int = 0
}
@OnStart handler Boot(spriterender_st: mut SpriterenderState) {
spriterender_st.HERO = png_load("assets/kenney/tiny-dungeon/Tiles/tile_0096.png")
spawn Shown { Position { x: 40, y: 40 }, Sprite { id: spriterender_st.HERO } }
spawn Hidden { Position { x: 100, y: 40 }, Sprite { id: spriterender_st.HERO, hidden: 1 } }
}
# An empty Render handler: the engine sprite system draws the Sprite entities.
handler Draw phase Render { }
@OnQuit handler Report {
var drew = 0
for yy in 40 .. 56 { for xx in 40 .. 56 { if Screen.pixel(xx, yy) != 0 { drew = 1 } } }
print(drew) # 1 — the engine drew the shown sprite
var hid = 0
for yy in 40 .. 56 { for xx in 100 .. 116 { if Screen.pixel(xx, yy) != 0 { hid = 1 } } }
print(hid) # 0 — the hidden sprite was skipped
}
}