ludic/examples/library/atlas.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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# atlas.ludic — the namespaced spritesheet / atlas API (#81): load one sheet and
# address a cell by grid coords or by name, including sprites that span more than
# one cell, instead of one png_load per 16x16 file. Cells are sub-rects of the kept
# image, so they are not restricted to the 16x16 sprite table. Draws go through the
# camera / zoom / clip.
#
# Deterministic; a full run prints: 16 16 32 48 1 1 1 16 1
program AtlasDemo {
# a model so the program runs the ECS and links the core runtime / framebuffer.
property Cam { z: fixed = 1.0 }
model V { Cam }
function bi(b: bool) -> int { if b { return 1 }; return 0 }
entry {
let sheet = Sprite.sheet("assets/kenney/tiny-dungeon/Tilemap/tilemap_packed.png", 16, 16)
let cell = Sprite.cell(sheet, 0, 0)
print(Sprite.width(cell)) # 16
print(Sprite.height(cell)) # 16
let span = Sprite.cell_span(sheet, 0, 0, 2, 3) # a sprite spanning 2x3 cells
print(Sprite.width(span)) # 32
print(Sprite.height(span)) # 48
let d = Sprite.define("hero", sheet, 2, 3) # name a cell
print(bi(Sprite.named("hero") == d)) # 1 — looked up by name
print(bi(Assets.get("hero") == d)) # 1 — Assets.get is the same lookup
print(bi(Sprite.named("nope") == (-1))) # 1 — an unknown name is -1
let whole = Assets.image("assets/kenney/tiny-dungeon/Tiles/tile_0096.png")
print(Sprite.width(whole)) # 16 — a whole tile as one sprite
# draw verification: clear, draw the tile, count non-transparent pixels drawn.
Screen.clear(0)
Sprite.draw(whole, 10, 10)
var n = 0
for yy in 10 .. 26 { for xx in 10 .. 26 { if Screen.pixel(xx, yy) != 0 { n += 1 } } }
print(bi(n > 0)) # 1 — the sprite drew content
}
}