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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1.4 KiB
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4 lines
1.4 KiB
Markdown
bump: minor
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type: feat
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Less to write for a game. **`Map` cell API** — `Map.get/set/fill/rect/border/random_cell/is_solid/is_solid_at/width/height`: a game edits the engine's tilemap in place and asks it what is solid (from the `Solids` config) instead of keeping its own grid. **`Sprite` does the small animation work**: `move_id` is the strip drawn while the entity moves, `face: 1` turns it toward its movement, and the `flash` / `blink` countdowns give a white hit flash and an invulnerability blink with no handler. **`scene X shows Menu`** — the engine opens the menu (and frees the cursor) on enter, draws it last in Overlay, and closes it on exit. **`import "dir/*.ludic"`** imports a directory in name order. **`IVec2.distance2/within/heading/along/step`** and **`Angle.diff_degrees`** cover the geometry every action game rewrites; **`List.sample`** draws distinct random picks; **`Input.move_i`** is the standard top-down movement intent; **`AimMode.Auto`** aims with the mouse, or the right stick while a pad is connected; **`Weapon.set_rate` / `Weapon.rate`** change a fire rate in place; projectiles now die on `Solids` tiles by themselves; **`Screen.bar`** draws a meter.
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Handlers inside a scene's layers are scene-qualified (`Play_Draw`), so two scenes may both name a handler `Draw`; `enable` / `disable` of a scene's own handler by its bare name still works from inside that scene.
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