ludic/docs/language/sprite/sprite-draw.md
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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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---
id: sprite-draw
name: Sprite.draw
category: sprite
kind: namespace-method
tokens: Sprite.draw
sig: Sprite.draw(id, x, y)
tip: Blit an atlas sprite at (x, y) through the camera/zoom/clip.
order: 6
ns: Sprite
member: draw
---
Draws atlas sprite <code>id</code> with its top-left at <code>(x, y)</code>. Sufficiently-opaque pixels are drawn through <code>rt_put_px</code>, so the camera, zoom and clip apply exactly like <a href="screen-sprite"><code>Screen.sprite</code></a>.