ludic/runtime/native/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

212 lines
7.3 KiB
Text

# ============================================================================
# atlas.ludic — a namespaced spritesheet / atlas API (#81).
#
# Sprite loading used to be a bare png_load("assets/sprites/floor0.png") — one
# file per 16x16 sprite, and no way to load one sheet and address a cell by grid
# coords or by name. This adds:
#
# Sprite.sheet(path, cellw, cellh) -> handle load a sheet, remember its grid
# Sprite.cell(sheet, col, row) -> id one cell, addressed by grid coords
# Sprite.cell_span(sheet, col, row, cols, rows) a sprite spanning >1 cell (tall/wide)
# Sprite.define(name, sheet, col, row) -> id name a cell for later lookup
# Sprite.named(name) -> id look a named sprite up
# Sprite.draw(id, x, y) / draw_scaled(id,x,y,sc) blit an atlas sprite
# Sprite.width(id) / height(id) its pixel size
# Assets.image(path) -> id a whole file as one sprite
# Assets.load(path) -> id alias of Assets.image
# Assets.get(name) -> id alias of Sprite.named
#
# It stands on the variable-size image loader in image.ludic (rt_image_load keeps
# the whole decoded PNG; a cell is a sub-rect of it), so a sprite is NOT restricted
# to the 16x16 sprite table — a cell (and a multi-cell span) can be any size. Draws
# go through rt_put_px, so the camera, zoom (#78) and clip all apply, exactly like
# Screen.sprite. Spliced on demand when a program uses Sprite.sheet / Assets.*.
# ============================================================================
const ATLAS_MAX_SHEET: int = 32
const ATLAS_MAX_SPR: int = 1024
const ATLAS_MAX_NAME: int = 512
var at_sheet_img: words = null # image id per sheet
var at_sheet_cw: words = null # cell width per sheet
var at_sheet_ch: words = null # cell height per sheet
var at_nsheet: int = 0
var at_spr_sheet: words = null # owning sheet per atlas sprite
var at_spr_sx: words = null # source x/y (px) of the sub-rect
var at_spr_sy: words = null
var at_spr_w: words = null # sub-rect width/height (px)
var at_spr_h: words = null
var at_nspr: int = 0
var at_name_str: pointers = null # name per named sprite
var at_name_id: words = null # atlas id per name
var at_nname: int = 0
function atlas_init() -> void {
if at_sheet_img != null { return }
at_sheet_img = words(ATLAS_MAX_SHEET)
at_sheet_cw = words(ATLAS_MAX_SHEET)
at_sheet_ch = words(ATLAS_MAX_SHEET)
at_spr_sheet = words(ATLAS_MAX_SPR)
at_spr_sx = words(ATLAS_MAX_SPR)
at_spr_sy = words(ATLAS_MAX_SPR)
at_spr_w = words(ATLAS_MAX_SPR)
at_spr_h = words(ATLAS_MAX_SPR)
at_name_str = bytes(ATLAS_MAX_NAME * 8) # a pointer (8 bytes) per name slot
at_name_id = words(ATLAS_MAX_NAME)
}
# load a spritesheet PNG whose cells are cw x ch px; returns a sheet handle (>= 0).
function atlas_sheet(path: pointer, cw: int, ch: int) -> int {
atlas_init()
if at_nsheet >= ATLAS_MAX_SHEET { return 0 - 1 }
let img = rt_image_load(path)
if img < 0 { return 0 - 1 }
let h = at_nsheet
at_sheet_img[h] = img
at_sheet_cw[h] = cw
at_sheet_ch[h] = ch
at_nsheet = at_nsheet + 1
return h
}
# register an atlas sprite for a sub-rect (px) of a sheet's image.
function atlas_make(sheet: int, sx: int, sy: int, w: int, h: int) -> int {
atlas_init()
if at_nspr >= ATLAS_MAX_SPR { return 0 - 1 }
let id = at_nspr
at_spr_sheet[id] = sheet
at_spr_sx[id] = sx
at_spr_sy[id] = sy
at_spr_w[id] = w
at_spr_h[id] = h
at_nspr = at_nspr + 1
return id
}
# one cell (col, row) of a sheet, addressed by grid coords.
function atlas_cell(sheet: int, col: int, row: int) -> int {
if (sheet < 0) or (sheet >= at_nsheet) { return 0 - 1 }
let cw = at_sheet_cw[sheet]
let ch = at_sheet_ch[sheet]
return atlas_make(sheet, col * cw, row * ch, cw, ch)
}
# a sprite spanning cols x rows cells from (col, row) — some sprites cover more
# than one cell (a tall character, a wide object).
function atlas_cell_span(sheet: int, col: int, row: int, cols: int, rows: int) -> int {
if (sheet < 0) or (sheet >= at_nsheet) { return 0 - 1 }
let cw = at_sheet_cw[sheet]
let ch = at_sheet_ch[sheet]
return atlas_make(sheet, col * cw, row * ch, cols * cw, rows * ch)
}
# name a cell so a game can look it up by name; returns the atlas id.
function atlas_define(name: pointer, sheet: int, col: int, row: int) -> int {
atlas_init()
let id = atlas_cell(sheet, col, row)
if id < 0 { return 0 - 1 }
if at_nname < ATLAS_MAX_NAME {
at_name_str[at_nname] = name
at_name_id[at_nname] = id
at_nname = at_nname + 1
}
return id
}
# look up a named sprite's atlas id (names compare by content), or -1.
function atlas_named(name: pointer) -> int {
atlas_init()
var i = 0
while i < at_nname {
if at_name_str[i] == name { return at_name_id[i] }
i = i + 1
}
return 0 - 1
}
# load a whole image file as one atlas sprite (a 1x1 sheet the size of the image).
function atlas_image(path: pointer) -> int {
atlas_init()
if at_nsheet >= ATLAS_MAX_SHEET { return 0 - 1 }
let img = rt_image_load(path)
if img < 0 { return 0 - 1 }
let w = img_w[img]
let h = img_h[img]
let sh = at_nsheet
at_sheet_img[sh] = img
at_sheet_cw[sh] = w
at_sheet_ch[sh] = h
at_nsheet = at_nsheet + 1
return atlas_make(sh, 0, 0, w, h)
}
# blit an atlas sprite at (dx, dy) through rt_put_px (camera / zoom / clip apply).
# Only sufficiently-opaque pixels are drawn (the sprite's transparent border is
# skipped), matching Screen.sprite.
function atlas_draw(id: int, dx: int, dy: int) -> void {
atlas_init()
if (id < 0) or (id >= at_nspr) { return }
let sheet = at_spr_sheet[id]
let img = at_sheet_img[sheet]
let iw = img_w[img]
let ih = img_h[img]
let s: words = img_px[img]
let sx = at_spr_sx[id]
let sy = at_spr_sy[id]
let w = at_spr_w[id]
let h = at_spr_h[id]
var y = 0
while y < h {
let srcy = sy + y
if (srcy >= 0) and (srcy < ih) {
var x = 0
while x < w {
let srcx = sx + x
if (srcx >= 0) and (srcx < iw) {
let px = s[srcy * iw + srcx]
if ((px >> 24) & 255) >= 128 { rt_put_px(dx + x, dy + y, px & 16777215) }
}
x = x + 1
}
}
y = y + 1
}
}
# blit an atlas sprite scaled by an integer factor (through rt_fill_rect blocks).
function atlas_draw_scaled(id: int, dx: int, dy: int, sc: int) -> void {
atlas_init()
if (id < 0) or (id >= at_nspr) { return }
if sc < 1 { return }
let sheet = at_spr_sheet[id]
let img = at_sheet_img[sheet]
let iw = img_w[img]
let ih = img_h[img]
let s: words = img_px[img]
let sx = at_spr_sx[id]
let sy = at_spr_sy[id]
let w = at_spr_w[id]
let h = at_spr_h[id]
var y = 0
while y < h {
let srcy = sy + y
if (srcy >= 0) and (srcy < ih) {
var x = 0
while x < w {
let srcx = sx + x
if (srcx >= 0) and (srcx < iw) {
let px = s[srcy * iw + srcx]
if ((px >> 24) & 255) >= 128 { rt_fill_rect(dx + x * sc, dy + y * sc, sc, sc, px & 16777215) }
}
x = x + 1
}
}
y = y + 1
}
}
# an atlas sprite's pixel size — handy for centering / layout.
function atlas_width(id: int) -> int { atlas_init(); if (id < 0) or (id >= at_nspr) { return 0 }; return at_spr_w[id] }
function atlas_height(id: int) -> int { atlas_init(); if (id < 0) or (id >= at_nspr) { return 0 }; return at_spr_h[id] }