Sprite loading was a bare png_load — one file per 16x16 sprite, no way to load one sheet and address a cell by grid coords or name. Adds a Sprite.*/Assets.* runtime (atlas.ludic) over the variable-size image loader, so a cell is a sub-rect of the kept image and is NOT restricted to the 16x16 sprite table: Sprite.sheet(path,cw,ch), Sprite.cell(sheet,col,row), Sprite.cell_span(sheet,col,row,cols,rows) (a sprite may span >1 cell), Sprite.define/named (name + lookup), Sprite.draw/draw_scaled (through camera/zoom/clip like Screen.sprite), Sprite.width/height, and Assets.image/load/get. Spliced on demand (Sprite.sheet/… or Assets.*), so a program using neither is byte-identical. Example examples/library/atlas.ludic (verified against a real 12x11 Kenney sheet, incl. a 2x3 multi-cell span and named lookup). 14 docs pages. Full suite 114/0, goldens byte-identical, fixpoint holds. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
40 lines
1.9 KiB
Text
40 lines
1.9 KiB
Text
# atlas.ludic — the namespaced spritesheet / atlas API (#81): load one sheet and
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# address a cell by grid coords or by name, including sprites that span more than
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# one cell, instead of one png_load per 16x16 file. Cells are sub-rects of the kept
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# image, so they are not restricted to the 16x16 sprite table. Draws go through the
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# camera / zoom / clip.
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#
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# Deterministic; a full run prints: 16 16 32 48 1 1 1 16 1
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program AtlasDemo {
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# a model so the program runs the ECS and links the core runtime / framebuffer.
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property Cam { z: fixed = 1.0 }
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model V { Cam }
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function bi(b: bool) -> int { if b { return 1 }; return 0 }
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entry {
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let sheet = Sprite.sheet("assets/kenney/tiny-dungeon/Tilemap/tilemap_packed.png", 16, 16)
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let cell = Sprite.cell(sheet, 0, 0)
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print(Sprite.width(cell)) # 16
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print(Sprite.height(cell)) # 16
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let span = Sprite.cell_span(sheet, 0, 0, 2, 3) # a sprite spanning 2x3 cells
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print(Sprite.width(span)) # 32
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print(Sprite.height(span)) # 48
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let d = Sprite.define("hero", sheet, 2, 3) # name a cell
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print(bi(Sprite.named("hero") == d)) # 1 — looked up by name
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print(bi(Assets.get("hero") == d)) # 1 — Assets.get is the same lookup
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print(bi(Sprite.named("nope") == (0 - 1))) # 1 — an unknown name is -1
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let whole = Assets.image("assets/kenney/tiny-dungeon/Tiles/tile_0096.png")
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print(Sprite.width(whole)) # 16 — a whole tile as one sprite
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# draw verification: clear, draw the tile, count non-transparent pixels drawn.
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Screen.clear(0)
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Sprite.draw(whole, 10, 10)
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var n = 0
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for yy in 10 .. 26 { for xx in 10 .. 26 { if Screen.pixel(xx, yy) != 0 { n = n + 1 } } }
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print(bi(n > 0)) # 1 — the sprite drew content
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}
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}
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