ludic/runtime/native/systems_sprite.ludic

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# ============================================================================
# systems_sprite.ludic — the engine-owned sprite-render system (#85).
#
# The engine already auto-*ticks* SpriteAnim (advance the frame) and Motion; this
# adds the missing half: it auto-*draws* an entity's sprite. Declare a `Sprite`
# component (id + optional offset / scale / flip / tint / hidden) and the engine
# draws it each Render frame from the entity's `Position` — no hand-written Render
# handler querying positions and calling draw_sprite per entity, and no hand
# animation: when the entity also carries SpriteAnim, the current animation frame
# is added to the base id automatically.
#
# It is registered on the compile-time engine-system registry (parse_program) for
# the Render phase and spliced only when a game declares `Sprite`, so a game that
# never declares it compiles byte-identically. A game that wants a custom draw
# simply doesn't declare Sprite (or `disable system esys_sprite`) and draws itself.
#
# Component contract (POD, every field defaulted; ship it from ludic.core):
# property Sprite {
# id : int # sprite id (png_load / atlas cell); base frame for SpriteAnim
# offx : int = 0 # draw offset from the Position anchor, px
# offy : int = 0
# scale : int = 1 # integer scale (0/1 = 1:1)
# flip : int = 0 # 1 = mirror horizontally
# tint : int = 0 # 0 = sprite's own colours; non-zero = solid tint (hit flash)
# hidden : int = 0 # 1 = skip drawing this entity
# atlas : int = 0 # 1 = `id` is an atlas sprite (Sprite.cell / cell_span), any size (#90)
# }
#
# Draw order is entity/query order (spawn order). Everything integer + through the
# camera/zoom/clip chokepoints, so it stays deterministic and headless-identical.
# ============================================================================
import "atlas.ludic" # #90: atlas sprites draw through atlas_draw_ex
# read entity `e`'s world coordinate from a Position component (x when axis==0,
# y when axis==1), or 0 if it has none.
function spr_pos(e: int, axis: int) -> int {
let pp = World.prop_id("Position")
if pp < 0 { return 0 }
if World.has(e, pp) == 0 { return 0 }
var f = World.field_id(pp, "x")
if axis == 1 { f = World.field_id(pp, "y") }
if f < 0 { return 0 }
return World.get(e, pp, f)
}
function esys_sprite(rt_atlas_st: mut RtAtlasState, rt_core_st: mut RtCoreState, rt_image_st: RtImageState) -> void {
let P = World.prop_id("Sprite")
if P < 0 { return }
let f_id = World.field_id(P, "id")
if f_id < 0 { return }
let f_offx = World.field_id(P, "offx")
let f_offy = World.field_id(P, "offy")
let f_scale = World.field_id(P, "scale")
let f_flip = World.field_id(P, "flip")
let f_tint = World.field_id(P, "tint")
let f_hidden = World.field_id(P, "hidden")
let f_atlas = World.field_id(P, "atlas")
let SA = World.prop_id("SpriteAnim")
var f_frame = -1
if SA >= 0 { f_frame = World.field_id(SA, "frame") }
let f_move = World.field_id(P, "move_id")
let f_face = World.field_id(P, "face")
let f_flash = World.field_id(P, "flash")
let f_blink = World.field_id(P, "blink")
let TD = World.prop_id("TopDown")
var f_wx = -1; var f_wy = -1
if TD >= 0 { f_wx = World.field_id(TD, "want_x"); f_wy = World.field_id(TD, "want_y") }
let PB = World.prop_id("Body")
var f_vx = -1; var f_vy = -1
if PB >= 0 { f_vx = World.field_id(PB, "vx"); f_vy = World.field_id(PB, "vy") }
var e = World.query_next(P, 0)
while e >= 0 {
var hidden = 0
if f_hidden >= 0 { hidden = World.get(e, P, f_hidden) }
if (f_blink >= 0) and (World.get(e, P, f_blink) > 0) and (Time.frame() % 4 < 2) { hidden = 1 }
if hidden == 0 {
var id = World.get(e, P, f_id)
# movement, from the TopDown intent or the Body velocity: picks the move strip and the facing
var moving = 0
var dir = 0
if (TD >= 0) and (f_wx >= 0) and (World.has(e, TD) != 0) {
let wx = World.get(e, TD, f_wx); let wy = World.get(e, TD, f_wy)
if (wx != 0) or (wy != 0) { moving = 1 }; dir = wx
} else { if (PB >= 0) and (f_vx >= 0) and (World.has(e, PB) != 0) {
let vx = World.get(e, PB, f_vx); let vy = World.get(e, PB, f_vy)
if (vx != 0) or (vy != 0) { moving = 1 }; dir = vx
} }
if (moving == 1) and (f_move >= 0) { let mid = World.get(e, P, f_move); if mid > 0 { id = mid } }
if (f_face >= 0) and (World.get(e, P, f_face) != 0) and (dir != 0) {
var fl = 0; if dir < 0 { fl = 1 }
World.set(e, P, f_flip, fl) # written back so an idle sprite keeps facing
}
# add the current animation frame when the entity also carries SpriteAnim.
if (SA >= 0) and (f_frame >= 0) {
if World.has(e, SA) != 0 { id += World.get(e, SA, f_frame) }
}
var x = spr_pos(e, 0)
var y = spr_pos(e, 1)
if f_offx >= 0 { x += World.get(e, P, f_offx) }
if f_offy >= 0 { y += World.get(e, P, f_offy) }
var sc = 1
if f_scale >= 0 { let sv = World.get(e, P, f_scale); if sv > 1 { sc = sv } }
var flip = 0
if f_flip >= 0 { flip = World.get(e, P, f_flip) }
var tint = 0
if f_tint >= 0 { tint = World.get(e, P, f_tint) }
if (f_flash >= 0) and (World.get(e, P, f_flash) > 0) { tint = 0xffffff }
var is_atlas = 0
if f_atlas >= 0 { is_atlas = World.get(e, P, f_atlas) }
if is_atlas != 0 { atlas_draw_ex(rt_atlas_st, rt_core_st, rt_image_st, id, x, y, sc, flip, tint) } # #90 atlas cells / spans
else { rt_draw_sprite_ex(rt_core_st, rt_image_st, id, x, y, sc, flip, tint) }
}
e = World.query_next(P, e + 1)
}
}