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>
94 lines
5.6 KiB
Text
94 lines
5.6 KiB
Text
# components.ludic — the canonical engine-ABI components (#77).
|
|
#
|
|
# These are the exact bundles runtime/native/systems_move.ludic (#65) reads by
|
|
# name. Import this file instead of re-declaring them, and the engine-owned
|
|
# `esys_move` system moves and collides your entities for free — declare a Body
|
|
# (and optionally a Collider) and it is ticked in the Update phase.
|
|
#
|
|
# Every field is defaulted so a game overrides only what it needs, and any field
|
|
# the move system does not find on an entity no-ops cleanly. Extend by
|
|
# *composition*: attach your own components (Health, Sprite, an AI brain) on the
|
|
# same model next to these; nothing here needs subclassing.
|
|
|
|
# The world anchor: integer pixels. This is the *rendered* location — a
|
|
# framebuffer pixel is the smallest drawable unit — so it stays integer. Sub-pixel
|
|
# motion accumulates in Body.rx/ry (Q16.16) and only the whole-pixel carry reaches
|
|
# Position (see docs/RFC-POSITION-TYPES.md, #78).
|
|
property Position { x: int = 0, y: int = 0 }
|
|
|
|
# A moving body: Q16.16 velocity, optional gravity, engine-owned sub-pixel
|
|
# accumulators, and the polled contact outputs the move system writes each frame.
|
|
# policy 0 = platformer (gravity applies) policy 1 = top-down (no gravity)
|
|
# on_ground / hit_wall / hit_ceiling and the optional contact normal hit_nx/hit_ny
|
|
# are OUTPUTS: read them in a handler to raise your own landing / bonk events
|
|
# (the SpriteAnim.event_fired pattern — polled flags, no engine coupling).
|
|
enum BodyPolicy { Platformer, TopDown } # Body.policy: gravity applies / no gravity
|
|
property Body {
|
|
vx: fixed = 0.0, vy: fixed = 0.0,
|
|
gravity: fixed = 0.0, max_fall: fixed = 0.0,
|
|
rx: fixed = 0.0, ry: fixed = 0.0,
|
|
policy: int = 0,
|
|
on_ground: int = 0, hit_wall: int = 0, hit_ceiling: int = 0,
|
|
hit_nx: int = 0, hit_ny: int = 0
|
|
}
|
|
|
|
# An axis-aligned box off the Position anchor. A solid Collider resolves swept-AABB
|
|
# collisions; a trigger (is_trigger = 1) reports overlap without resolving. layer /
|
|
# mask are collision bitmasks (0 = all); one_way = 1 is a platform that blocks only
|
|
# a downward landing. hit / entered / exited are trigger OUTPUTS.
|
|
property Collider {
|
|
w: int = 0, h: int = 0, offx: int = 0, offy: int = 0,
|
|
is_trigger: int = 0, one_way: int = 0, layer: int = 0, mask: int = 0,
|
|
hit: int = 0, entered: int = 0, exited: int = 0
|
|
}
|
|
|
|
# A drawable sprite (#85): declare it and the engine-owned sprite-render system
|
|
# draws the entity each Render frame from its Position — no hand-written Render
|
|
# handler. `id` is a sprite id (png_load / atlas cell); when the entity also carries
|
|
# SpriteAnim, the current animation frame is added to it. offx/offy offset from the
|
|
# Position anchor, scale is an integer zoom (0/1 = 1:1), flip mirrors horizontally,
|
|
# tint (non-zero) draws every opaque pixel in one colour (hit flash), hidden = 1
|
|
# skips it. Draw order is spawn order; a game wanting custom draw omits Sprite.
|
|
# atlas = 1 marks `id` as an atlas sprite (Sprite.cell / Sprite.cell_span — any size,
|
|
# including multi-cell characters); 0 = the 16x16 sprite table (png_load). (#90)
|
|
# move_id: the strip drawn while the entity moves (0 = always `id`); face = 1 turns
|
|
# the sprite toward its movement (TopDown intent, else Body velocity); flash and
|
|
# blink are countdowns: white tint while flash > 0, hidden every other pair of
|
|
# frames while blink > 0 (a hit flash and invulnerability blink, no handler).
|
|
property Sprite {
|
|
id: int = 0, offx: int = 0, offy: int = 0, scale: int = 1, flip: int = 0, tint: int = 0, hidden: int = 0, atlas: int = 0,
|
|
move_id: int = 0, face: int = 0, flash: countdown = 0, blink: countdown = 0
|
|
}
|
|
|
|
# Collider.center(e): the middle of an entity's box, from its Position and Collider
|
|
@Namespace(Collider) function collider_center(e: int) -> IVec2 {
|
|
let PP = World.prop_id("Position")
|
|
let PC = World.prop_id("Collider")
|
|
var x = 0; var y = 0; var w = 0; var h = 0
|
|
if (PP >= 0) and (World.has(e, PP) != 0) { x = World.get(e, PP, World.field_id(PP, "x")); y = World.get(e, PP, World.field_id(PP, "y")) }
|
|
if (PC >= 0) and (World.has(e, PC) != 0) { w = World.get(e, PC, World.field_id(PC, "w")); h = World.get(e, PC, World.field_id(PC, "h")) }
|
|
return IVec2.make(x + w / 2, y + h / 2)
|
|
}
|
|
|
|
# Optional single config entity that turns the tile-grid broadphase on: solids are
|
|
# read from the Map.* tilemap. tile > 0 sets the tile size in px; wall is the solid
|
|
# glyph; oneway is an optional one-way-platform glyph (0 = none).
|
|
# solid2 is an optional second solid glyph (0 = none) — e.g. a closed door drawn with
|
|
# its own TileSkin while it blocks movement.
|
|
property Solids { tile: int = 0, wall: int = 0, oneway: int = 0, solid2: int = 0 }
|
|
|
|
# The engine-advanced animation clock (esys_spriteanim): `frame` is the current cell
|
|
# (0..frames-1) and the sprite system adds it to Sprite.id. mode 0 loop, 1 once, 2 pingpong.
|
|
enum AnimMode { Loop, Once, PingPong } # SpriteAnim.mode
|
|
property SpriteAnim { ticks: int = 0, fps: int = 8, frames: int = 4, mode: int = 0, frame: int = 0 }
|
|
|
|
# One entity per map glyph: the engine tilemap-render system paints every Map.* cell
|
|
# carrying `glyph` with `sprite` (atlas id when atlas = 1), before sprites are drawn.
|
|
property TileSkin { glyph: int = 0, sprite: int = 0, atlas: int = 1, size: int = 16, scale: int = 1 }
|
|
|
|
# Optional single config entity defining a world boundary / play area (#84): a rect
|
|
# (x, y, w, h) and a policy the engine applies to every moving Body each frame —
|
|
# 0 clamp (walls), 1 wrap (toroidal), 2 bounce (flip velocity), 3 kill (despawn when
|
|
# fully outside). Off by default (no Bounds entity = open world).
|
|
enum BoundsPolicy { Clamp, Wrap, Bounce, Kill } # Bounds.policy
|
|
property Bounds { x: int = 0, y: int = 0, w: int = 0, h: int = 0, policy: int = 0 }
|