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>
1.3 KiB
1.3 KiB
id: kw-prefab name: prefab category: structure kind: keyword tokens: prefab sig: prefab Name: Model { Comp { field: value }, … } tip: A model with preset component fields — spawn it, override what varies. order: 9
A prefab names a model together with preset field values, so what every spawn of a kind shares is written once: prefab Grunt: Creature { Stats { hp: 30 }, Weapon { def_id: 1 } }. spawn Grunt { Position { x: 40 } } spawns the model with the prefab's presets and then the spawn's own fields on top. Prefabs chain — prefab Grunt: Foe where Foe is itself a prefab — so shared presets live in one place. Field values are ordinary expressions evaluated at each spawn (a preset may read a global such as a loaded sprite id), @OnSpawn(Model) runs as for any spawn of the model, spawn is also an expression yielding the new entity, and Prefab.spawn(name:) picks a prefab by name at runtime.
# doc-check: skip — composite: prefabs plus their spawns
prefab Foe: Creature { Faction { id: 2 }, Body { policy: BodyPolicy.TopDown } }
prefab Grunt: Foe { Stats { hp: 30, max_hp: 30 }, Weapon { def_id: WeaponId.Bite } }
let grunt = spawn Grunt { Position { x: 40, y: 60 } }
let other = Prefab.spawn(name: "Grunt")