The engine already auto-ticks SpriteAnim/Motion; it now auto-DRAWS too. Declare a Sprite component (id/offx/offy/scale/flip/tint/hidden, shipped from ludic.core) on an entity with a Position and esys_sprite draws it each Render frame — no hand-written Render handler, no hand animation (adds the SpriteAnim frame when present). Registered on the engine-system registry (Render) and spliced only when the game declares Sprite, so a game that never declares it compiles byte-identically; opt out by omitting Sprite or `disable system esys_sprite`. Deprecates the bare draw_sprite/draw_sprite_scaled globals in favour of Screen.sprite/Screen.sprite_scaled: a direct bare call emits a one-time compile-time deprecation note (the bare form still lowers, since Screen.sprite uses it); migrates the chronorift demo to the namespaced calls (golden render byte-identical). Example sprite_render (pixel-readback: engine draws the sprite, respects hidden). Full suite 109/0, goldens byte-identical, fixpoint holds. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
1.2 KiB
bump: minor
type: feat
Engine sprite-render system (#85) — the engine already auto-ticks SpriteAnim and Motion; it now auto-draws too. Declare a Sprite component (id + optional offx/offy/scale/flip/tint/hidden, shipped from ludic.core) on an entity with a Position and the engine draws it each Render frame — no hand-written Render handler querying positions and calling draw_sprite per entity, and no hand animation (when the entity also carries SpriteAnim, the current frame is added to the base id). Registered on the compile-time engine-system registry for the Render phase and spliced only when a game declares Sprite, so a game that never declares it compiles byte-identically; a game wanting a custom draw omits Sprite (or disable system esys_sprite). Also deprecates the bare draw_sprite / draw_sprite_scaled globals in favour of the namespaced Screen.sprite / Screen.sprite_scaled: a direct bare call now emits a one-time compile-time deprecation note (the bare form still lowers, since Screen.sprite uses it), and the in-repo chronorift demo is migrated to the namespaced calls. Example: examples/library/sprite_render.ludic.