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>
1.4 KiB
bump: minor
type: feat
Less to write for a game. Map cell API — Map.get/set/fill/rect/border/random_cell/is_solid/is_solid_at/width/height: a game edits the engine's tilemap in place and asks it what is solid (from the Solids config) instead of keeping its own grid. Sprite does the small animation work: move_id is the strip drawn while the entity moves, face: 1 turns it toward its movement, and the flash / blink countdowns give a white hit flash and an invulnerability blink with no handler. scene X shows Menu — the engine opens the menu (and frees the cursor) on enter, draws it last in Overlay, and closes it on exit. import "dir/*.ludic" imports a directory in name order. IVec2.distance2/within/heading/along/step and Angle.diff_degrees cover the geometry every action game rewrites; List.sample draws distinct random picks; Input.move_i is the standard top-down movement intent; AimMode.Auto aims with the mouse, or the right stick while a pad is connected; Weapon.set_rate / Weapon.rate change a fire rate in place; projectiles now die on Solids tiles by themselves; Screen.bar draws a meter.
Handlers inside a scene's layers are scene-qualified (Play_Draw), so two scenes may both name a handler Draw; enable / disable of a scene's own handler by its bare name still works from inside that scene.