ludic/runtime/native/systems_tileskin.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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# ============================================================================
# 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 = tx + 1
}
ty = ty + 1
}
e = World.query_next(P, e + 1)
}
}