ludic/runtime/native/systems_tileskin.ludic

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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(rt_atlas_st: mut RtAtlasState, rt_core_st: mut RtCoreState, rt_image_st: RtImageState) -> 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_core_st.rt_maph {
var tx = 0
while tx < rt_core_st.rt_mapw {
if rt_tile(rt_core_st, tx, ty) == glyph {
if is_atlas != 0 { atlas_draw_ex(rt_atlas_st, rt_core_st, rt_image_st, sprite, tx * size, ty * size, sc, 0, 0) }
else { rt_draw_sprite_ex(rt_core_st, rt_image_st, sprite, tx * size, ty * size, sc, 0, 0) }
}
tx += 1
}
ty += 1
}
e = World.query_next(P, e + 1)
}
}