ludic/packages/ludic.core/package.ludic
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feat(engine): #90 atlas-aware Sprite component, #91 become from listeners, 0.3.x ergonomics batch
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>
2026-09-04 01:36:08 +03:00

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# ludic.core — the canonical engine-ABI components (#77).
#
# The engine-owned movement system (runtime/native/systems_move.ludic) reads
# Position / Body / Collider / Solids *by name* through the reflection ABI, but
# no package defined them — so every game and every example re-declared identical
# `property Position/Body/Collider` bundles by hand, copy-pasting the engine ABI.
# That is exactly the kind of thing a game developer should never hand-write.
#
# This package ships those bundles as the one canonical definition. A game
# imports them instead of copy-pasting, and extends by *composition* — attach
# your own components alongside on the same model; the engine still resolves
# Position/Body/Collider by name, and any field a game does not need simply keeps
# its default. It is an ordinary source package: AOT means the properties compile
# straight into the consumer's compile-time ECS with no ABI seam, and everything
# stays integer + Q16.16 deterministic (lockstep / replay / world_save hold).
package "ludic.core"
version "0.1.0"
kind source
provides "Position"
provides "Body"
provides "Collider"
provides "Solids"
provides "Sprite"
provides "Bounds"
provides "SpriteAnim"
provides "TileSkin"