Expand description
Sprite (MILK_IMG.INI) state and lifecycle.
Holds the parsed sprite definitions (SpriteDef), an active
list of running sprite instances (ActiveSprite), and per-frame
state evaluation. Each active sprite owns its own
MilkEvaluator so per-frame equations can write to local
x, y, sx, sy, rot, blendmode, a, r, g, b, done variables without
leaking into the preset evaluator or sibling sprites.
The engine ticks the manager each frame after the preset’s
per_frame block (so sprites can read fresh q1..q32 /
bass / mid / treb if needed via shared context state, copied in
by the engine) and produces a list of SpriteRenderInstances the
renderer turns into textured quads.
Structs§
- Active
Sprite 🔒 - One running sprite instance.
- Sprite
Manager - Sprite system: definitions + active instances.
- Sprite
Render Instance - Per-frame snapshot of one active sprite, fed to the renderer.
The renderer turns this into a quad draw via
sprite_pipeline.
Enums§
- Sprite
Blend Mode - Blend modes the GPU pipeline understands. MD2 specced more
(decal, overlay, multiply, …) but corpus sprites overwhelmingly
use Alpha or Additive — the renderer’s two pipelines cover both.
Unknown / unsupported
blendmodevalues from the per-frame eval snap toAlpha.