ludic migrate state packages <every example program> packages/ludic.lab/example/plate.ludic 1804 vars into 126 states, 64 into lets; 23498 edits in 460 files Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
34 lines
1.5 KiB
Text
34 lines
1.5 KiB
Text
# sprite_render.ludic — the engine-owned sprite-render system (#85). Declare a
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# Sprite component (from ludic.core) on an entity with a Position and the engine
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# draws it each Render frame — no hand-written Render handler querying positions
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# and calling draw_sprite per entity. A `hidden` sprite is skipped. Verified by
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# pixel readback after one frame.
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#
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# Driven headless by one stdin key ('q' quits after the frame renders).
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# printf 'q' | LUDIC_MODULES=packages bin/ludic examples/library/sprite_render.ludic -> 1 0
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program SpriteRender {
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import "ludic.core/components.ludic"
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state SpriteRenderState {
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HERO: int = 0
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}
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@OnStart handler Boot(sprite_render_st: mut SpriteRenderState) {
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sprite_render_st.HERO = png_load("assets/kenney/tiny-dungeon/Tiles/tile_0096.png")
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spawn Shown { Position { x: 40, y: 40 }, Sprite { id: sprite_render_st.HERO } }
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spawn Hidden { Position { x: 100, y: 40 }, Sprite { id: sprite_render_st.HERO, hidden: 1 } }
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}
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# An empty Render handler: the engine sprite system draws the Sprite entities.
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handler Draw phase Render { }
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@OnQuit handler Report {
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var drew = 0
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for yy in 40 .. 56 { for xx in 40 .. 56 { if Screen.pixel(xx, yy) != 0 { drew = 1 } } }
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print(drew) # 1 — the engine drew the shown sprite
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var hid = 0
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for yy in 40 .. 56 { for xx in 100 .. 116 { if Screen.pixel(xx, yy) != 0 { hid = 1 } } }
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print(hid) # 0 — the hidden sprite was skipped
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}
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}
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