Add the entities.png manifest, paste-in template and sprite loader
The sheet becomes a fixed grid (one row per entity, one column slot per animation state) described by a sidecar entities.toml that only maps names to rows; the loader reads present states and frame counts off the pixels, so assembling the sheet by hand needs no bookkeeping. tools/mktemplate.py renders the labelled template with low-alpha slot guides. The CGA atlas is kept for larger UI text. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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//! Entity sprite sheet with its sidecar manifest (`entities.toml`).
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//!
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//! The sheet is a grid of 8×8 cells, one entity per row, one fixed column slot per
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//! animation state. The manifest gives the layout and `name → row`; which states a
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//! row has and how many frames each holds is read off the pixels: frames are the
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//! leading non-empty cells of a slot, an empty slot means "no such state".
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use std::collections::HashMap;
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use serde::Deserialize;
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use crate::assets::{Image, Tile};
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#[derive(Clone, Copy, PartialEq, Eq, Debug)]
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pub enum State {
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Idle,
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Sit,
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Walk,
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Action1,
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Action2,
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Hit,
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Dead,
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}
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const STATES: [(State, &str); 7] = [
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(State::Idle, "idle"), (State::Sit, "sit"), (State::Walk, "walk"),
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(State::Action1, "action1"), (State::Action2, "action2"),
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(State::Hit, "hit"), (State::Dead, "dead"),
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];
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#[derive(Deserialize)]
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struct Manifest {
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layout: Layout,
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entities: HashMap<String, u16>,
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}
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#[derive(Deserialize)]
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struct Layout {
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cell: u32,
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origin: (u32, u32),
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states: HashMap<String, (u16, u8)>,
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}
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/// One state's frames on a row: first cell index into `Sprites::tiles` and count.
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#[derive(Clone, Copy)]
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struct Frames {
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start: usize,
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count: u8,
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}
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pub struct Sprites {
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tiles: Vec<Tile>,
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/// Per row, per `STATES` index.
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rows: Vec<[Option<Frames>; 7]>,
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ids: HashMap<String, u16>,
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}
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impl Sprites {
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pub fn load(sheet: &str, manifest: &str) -> Sprites {
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let text = std::fs::read_to_string(manifest)
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.unwrap_or_else(|e| panic!("failed to read {manifest}: {e}"));
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let m: Manifest = toml::from_str(&text)
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.unwrap_or_else(|e| panic!("bad manifest {manifest}: {e}"));
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assert_eq!(m.layout.cell, 8, "{manifest}: only 8 px cells are supported");
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let slots: Vec<(u16, u8)> = STATES.iter()
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.map(|(_, name)| *m.layout.states.get(*name)
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.unwrap_or_else(|| panic!("{manifest}: layout.states.{name} missing")))
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.collect();
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let cols = slots.iter().map(|&(c, n)| c as usize + n as usize).max().unwrap_or(0);
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let row_count = m.entities.values().map(|&r| r as usize + 1).max().unwrap_or(0);
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let img = Image::from_png(sheet);
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let (ox, oy) = (m.layout.origin.0 as usize, m.layout.origin.1 as usize);
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assert!(img.width as usize >= ox + cols * 8 && img.height as usize >= oy + row_count * 8,
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"{sheet}: {}×{} is too small for the manifest's {cols}×{row_count} cells",
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img.width, img.height);
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let mut tiles = Vec::with_capacity(cols * row_count);
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for row in 0..row_count {
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for col in 0..cols {
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tiles.push(img.tile_at(ox + col * 8, oy + row * 8));
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}
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}
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let rows = (0..row_count).map(|row| {
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let mut states = [None; 7];
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for (i, &(col, max)) in slots.iter().enumerate() {
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let start = row * cols + col as usize;
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let count = (0..max as usize)
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.take_while(|&f| tiles[start + f].mask != 0)
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.count() as u8;
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if count > 0 {
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states[i] = Some(Frames { start, count });
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}
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}
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states
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}).collect();
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Sprites { tiles, rows, ids: m.entities }
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}
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/// The sprite id (row) for a manifest name. Panics on unknown names — a typo in
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/// game code, not a runtime condition.
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pub fn id(&self, name: &str) -> u16 {
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*self.ids.get(name).unwrap_or_else(|| panic!("no sprite named {name:?} in the manifest"))
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}
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/// Frame `i` (wrapping) of `state`, falling back to `Idle` for a missing state.
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/// `None` only for a sprite that has no idle frame either — an empty row.
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pub fn frame(&self, sprite: u16, state: State, i: usize) -> Option<&Tile> {
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let row = self.rows.get(sprite as usize)?;
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let f = row[state as usize].or(row[State::Idle as usize])?;
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Some(&self.tiles[f.start + i % f.count as usize])
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}
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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fn sprites() -> Sprites {
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let root = concat!(env!("CARGO_MANIFEST_DIR"), "/../assets/tilesets/");
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Sprites::load(&format!("{root}entities.png"), &format!("{root}entities.toml"))
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}
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#[test]
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fn manifest_names_resolve_and_bootstrap_sprites_have_idle() {
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let s = sprites();
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for name in ["player", "hen", "fox"] {
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let id = s.id(name);
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let idle = s.frame(id, State::Idle, 0).unwrap();
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assert_ne!(idle.mask, 0, "{name}");
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// Only one idle frame so far: index 1 wraps to it. No walk yet: falls back.
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assert_eq!(s.frame(id, State::Idle, 1).unwrap().px, idle.px);
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assert_eq!(s.frame(id, State::Walk, 0).unwrap().px, idle.px, "{name}");
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}
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}
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#[test]
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fn empty_rows_have_nothing() {
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let s = sprites();
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assert!(s.frame(s.id("butterfly4"), State::Idle, 0).is_none());
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}
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}
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