ludic/examples/library/atlas.ludic
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feat(assets): #81 namespaced spritesheet/atlas API (Sprite.* / Assets.*)
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>
2026-09-02 07:58:13 +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") == (0 - 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 = n + 1 } } }
print(bi(n > 0)) # 1 — the sprite drew content
}
}