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>
463 B
463 B
| id | name | category | kind | tokens | sig | tip | order | ns | member |
|---|---|---|---|---|---|---|---|---|---|
| assets-image | Assets.image | assets | namespace-method | Assets.image | Assets.image(path) -> int | Load a whole image file as one sprite; returns its id. | 1 | Assets | image |
Loads the image at path as a single atlas sprite the size of the image, returning its id — the namespaced replacement for a bare png_load. Draw it with Sprite.draw.