ludic/runtime/native/systems_tileskin.ludic
Orkuncakilkaya bf36bc8a8f refactor(runtime,packages,examples): named constants, package enums, idiom sweep
- 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>
2026-09-05 01:12:26 +03:00

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# ============================================================================
# systems_tileskin.ludic — the engine-owned tilemap-render system.
#
# A game that builds its world with Map.row(...) used to draw it by hand — a loop over
# every cell calling a sprite draw per glyph. Declare one `TileSkin` entity per glyph
# (from ludic.core) and the engine paints the whole Map.* grid each Render frame,
# BEFORE the sprite system, so actors land on top of the floor and walls:
#
# spawn Wall { TileSkin { glyph: '#', sprite: wall_id, atlas: 1 } }
#
# Cells whose glyph has no skin are left to the clear colour (a flat floor is free).
# Runs through the same draw chokepoints as sprites (camera / zoom / clip), integer,
# deterministic. Spliced only when a game declares TileSkin.
#
# property TileSkin { glyph: int, sprite: int, atlas: int = 1, size: int = 16, scale: int = 1 }
# ============================================================================
import "atlas.ludic"
function esys_tileskin() -> void {
let P = World.prop_id("TileSkin")
if P < 0 { return }
let f_glyph = World.field_id(P, "glyph")
let f_sprite = World.field_id(P, "sprite")
let f_atlas = World.field_id(P, "atlas")
let f_size = World.field_id(P, "size")
let f_scale = World.field_id(P, "scale")
if (f_glyph < 0) or (f_sprite < 0) { return }
var e = World.query_next(P, 0)
while e >= 0 {
let glyph = World.get(e, P, f_glyph)
let sprite = World.get(e, P, f_sprite)
var is_atlas = 1
if f_atlas >= 0 { is_atlas = World.get(e, P, f_atlas) }
var size = 16
if f_size >= 0 { let sv = World.get(e, P, f_size); if sv > 0 { size = sv } }
var sc = 1
if f_scale >= 0 { let cv = World.get(e, P, f_scale); if cv > 1 { sc = cv } }
var ty = 0
while ty < rt_maph {
var tx = 0
while tx < rt_mapw {
if rt_tile(tx, ty) == glyph {
if is_atlas != 0 { atlas_draw_ex(sprite, tx * size, ty * size, sc, 0, 0) }
else { rt_draw_sprite_ex(sprite, tx * size, ty * size, sc, 0, 0) }
}
tx += 1
}
ty += 1
}
e = World.query_next(P, e + 1)
}
}