- runtime: HEADLESS_FRAME_PATH, STICK_DEADZONE / STICK_LEFT_X/Y, key and byte codes as char literals throughout (`k == 'w'`, `fill(rt_map, ' ', …)`) - ludic.gameplay/stats: drop the duplicate `stat_field` (it answered "atk" for every build stat); Stats.base uses stats_field_name - ludic.shooter: compare aim modes and fire patterns with AimMode.* and WeaponPattern.* instead of raw ints; STICK_RIGHT_X/Y - ludic.npcai: DecisionMade / brain_set_state use AiState.* - examples/games/menu.ludic uses Font.load / Ui.* with FONT_PATH and BACKDROP named; strings.ludic header says what it prints - whole tree: `x = x + 1` → `x += 1` (single-term right-hand sides only), `0 - x` → `-x`, ASCII codes → char literals; every .ludic and every ```ludic fence reformatted with the fixed formatter (whitespace only) Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
117 lines
5.4 KiB
Text
117 lines
5.4 KiB
Text
# ============================================================================
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# systems_sprite.ludic — the engine-owned sprite-render system (#85).
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#
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# The engine already auto-*ticks* SpriteAnim (advance the frame) and Motion; this
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# adds the missing half: it auto-*draws* an entity's sprite. Declare a `Sprite`
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# component (id + optional offset / scale / flip / tint / hidden) and the engine
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# draws it each Render frame from the entity's `Position` — no hand-written Render
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# handler querying positions and calling draw_sprite per entity, and no hand
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# animation: when the entity also carries SpriteAnim, the current animation frame
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# is added to the base id automatically.
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#
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# It is registered on the compile-time engine-system registry (parse_program) for
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# the Render phase and spliced only when a game declares `Sprite`, so a game that
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# never declares it compiles byte-identically. A game that wants a custom draw
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# simply doesn't declare Sprite (or `disable system esys_sprite`) and draws itself.
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#
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# Component contract (POD, every field defaulted; ship it from ludic.core):
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# property Sprite {
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# id : int # sprite id (png_load / atlas cell); base frame for SpriteAnim
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# offx : int = 0 # draw offset from the Position anchor, px
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# offy : int = 0
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# scale : int = 1 # integer scale (0/1 = 1:1)
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# flip : int = 0 # 1 = mirror horizontally
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# tint : int = 0 # 0 = sprite's own colours; non-zero = solid tint (hit flash)
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# hidden : int = 0 # 1 = skip drawing this entity
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# atlas : int = 0 # 1 = `id` is an atlas sprite (Sprite.cell / cell_span), any size (#90)
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# }
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#
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# Draw order is entity/query order (spawn order). Everything integer + through the
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# camera/zoom/clip chokepoints, so it stays deterministic and headless-identical.
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# ============================================================================
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import "atlas.ludic" # #90: atlas sprites draw through atlas_draw_ex
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# read entity `e`'s world coordinate from a Position component (x when axis==0,
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# y when axis==1), or 0 if it has none.
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function spr_pos(e: int, axis: int) -> int {
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let pp = World.prop_id("Position")
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if pp < 0 { return 0 }
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if World.has(e, pp) == 0 { return 0 }
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var f = World.field_id(pp, "x")
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if axis == 1 { f = World.field_id(pp, "y") }
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if f < 0 { return 0 }
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return World.get(e, pp, f)
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}
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function esys_sprite() -> void {
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let P = World.prop_id("Sprite")
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if P < 0 { return }
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let f_id = World.field_id(P, "id")
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if f_id < 0 { return }
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let f_offx = World.field_id(P, "offx")
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let f_offy = World.field_id(P, "offy")
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let f_scale = World.field_id(P, "scale")
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let f_flip = World.field_id(P, "flip")
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let f_tint = World.field_id(P, "tint")
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let f_hidden = World.field_id(P, "hidden")
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let f_atlas = World.field_id(P, "atlas")
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let SA = World.prop_id("SpriteAnim")
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var f_frame = -1
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if SA >= 0 { f_frame = World.field_id(SA, "frame") }
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let f_move = World.field_id(P, "move_id")
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let f_face = World.field_id(P, "face")
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let f_flash = World.field_id(P, "flash")
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let f_blink = World.field_id(P, "blink")
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let TD = World.prop_id("TopDown")
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var f_wx = -1; var f_wy = -1
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if TD >= 0 { f_wx = World.field_id(TD, "want_x"); f_wy = World.field_id(TD, "want_y") }
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let PB = World.prop_id("Body")
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var f_vx = -1; var f_vy = -1
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if PB >= 0 { f_vx = World.field_id(PB, "vx"); f_vy = World.field_id(PB, "vy") }
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var e = World.query_next(P, 0)
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while e >= 0 {
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var hidden = 0
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if f_hidden >= 0 { hidden = World.get(e, P, f_hidden) }
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if (f_blink >= 0) and (World.get(e, P, f_blink) > 0) and (Time.frame() % 4 < 2) { hidden = 1 }
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if hidden == 0 {
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var id = World.get(e, P, f_id)
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# movement, from the TopDown intent or the Body velocity: picks the move strip and the facing
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var moving = 0
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var dir = 0
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if (TD >= 0) and (f_wx >= 0) and (World.has(e, TD) != 0) {
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let wx = World.get(e, TD, f_wx); let wy = World.get(e, TD, f_wy)
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if (wx != 0) or (wy != 0) { moving = 1 }; dir = wx
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} else { if (PB >= 0) and (f_vx >= 0) and (World.has(e, PB) != 0) {
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let vx = World.get(e, PB, f_vx); let vy = World.get(e, PB, f_vy)
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if (vx != 0) or (vy != 0) { moving = 1 }; dir = vx
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} }
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if (moving == 1) and (f_move >= 0) { let mid = World.get(e, P, f_move); if mid > 0 { id = mid } }
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if (f_face >= 0) and (World.get(e, P, f_face) != 0) and (dir != 0) {
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var fl = 0; if dir < 0 { fl = 1 }
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World.set(e, P, f_flip, fl) # written back so an idle sprite keeps facing
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}
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# add the current animation frame when the entity also carries SpriteAnim.
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if (SA >= 0) and (f_frame >= 0) {
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if World.has(e, SA) != 0 { id += World.get(e, SA, f_frame) }
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}
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var x = spr_pos(e, 0)
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var y = spr_pos(e, 1)
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if f_offx >= 0 { x += World.get(e, P, f_offx) }
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if f_offy >= 0 { y += World.get(e, P, f_offy) }
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var sc = 1
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if f_scale >= 0 { let sv = World.get(e, P, f_scale); if sv > 1 { sc = sv } }
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var flip = 0
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if f_flip >= 0 { flip = World.get(e, P, f_flip) }
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var tint = 0
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if f_tint >= 0 { tint = World.get(e, P, f_tint) }
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if (f_flash >= 0) and (World.get(e, P, f_flash) > 0) { tint = 0xffffff }
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var is_atlas = 0
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if f_atlas >= 0 { is_atlas = World.get(e, P, f_atlas) }
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if is_atlas != 0 { atlas_draw_ex(id, x, y, sc, flip, tint) } # #90 atlas cells / spans
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else { rt_draw_sprite_ex(id, x, y, sc, flip, tint) }
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}
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e = World.query_next(P, e + 1)
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}
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}
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