Module sprites

Module sprites 

Source
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§

ActiveSprite 🔒
One running sprite instance.
SpriteManager
Sprite system: definitions + active instances.
SpriteRenderInstance
Per-frame snapshot of one active sprite, fed to the renderer. The renderer turns this into a quad draw via sprite_pipeline.

Enums§

SpriteBlendMode
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 blendmode values from the per-frame eval snap to Alpha.