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>
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2.2 KiB
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3 lines
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bump: minor
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type: feat
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The second "write less" round, all generic. **ludic.gameplay**: `Stats` carries the build stats every action game bolts on — `damage_pct`, `crit_pct`, `leech_pct` / `leech_hp`, `thorns`, `fire_rate_pct` — and `Combat.damage` applies them itself (a `Crit` event fires; thorns never reflect thorns); `Stats.add(e, stat, amount)` changes a base stat in place and `Stats.scale_hp(e, percent)` scales hp and max_hp; `StatKind` names every code. **ludic.shooter**: `Dash { frames, speed, cooldown_frames }` with `Dash.start(e, dx, dy)` / `Dash.active(e)` — a dodge roll with i-frames the package guards; `Melee { range, half_arc, damage, knockback, frames, cooldown_frames, arc }` with `Melee.swing(e)` (hits every hostile in the arc, knocks back, fires `MeleeHit`) / `Melee.ready` / `Melee.active`; projectiles drawn by the engine in their weapon's colour (`Weapon.set_color`); `TopDown { reticle, reticle_length }` draws the aim line and a mouse cross; the weapon system honours `Stats.fire_rate_pct`. **ludic.dungeon** (new package): `Dungeon.arena / open_arena / random_style / set_exit / entry_point / opposite / at_edge`, with `Side` and `RoomStyle` — arena rooms with mirrored cover, door lanes and exits by side, built into the engine tilemap. **Compiler**: `scene Splash lasts N then Next` (a timed scene), `button … goto: Scene` (a click changes scene, no listener to write). **Runtime**: `Map.random_cell_far`, `Sprite.draw_meter` (hearts / pips), `Assets.enqueue_dir`, `Collider.center`, `Prefs.max`. Also `scene X loads then Y` (the loading scene: pumped, drawn, `AssetsReady` fired), `Prop.despawn_all()`, `Map.to_tile`, and `Brain { hunt_blind }` in ludic.npcai (seek the nearest hostile without line of sight). `Prefab.spawn_at(name:, at:)` spawns and places; `Weapon.reset(id)` restores a definition (no pierce, no homing, its fire rate). Five regression examples cover the additions (`examples/library/prefabs`, `component_access`, `scene_menus`, `managers`, `combat_kit`). `Random.weighted(weights:)` draws an index by weight; `ui` widgets inherit `font` / `size` / `fg` / `align` from their panel; the input runtime names `MouseButton { Left, Right, Middle }`.
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