wip(0.S3): packages and examples migrated again from their pre-0.S sources in one run

ludic migrate state packages <every example program> packages/ludic.lab/example/plate.ludic
  1804 vars into 126 states, 64 into lets; 23498 edits in 460 files

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-25 15:31:34 +03:00
parent 5ffe50ed02
commit 19fcf60599
459 changed files with 17862 additions and 17603 deletions

View file

@ -1,6 +1,6 @@
# overworld.ludic — boot, movement/encounter input, and the shop system.
handler Boot phase Start {
handler Boot(games_chronorift_st: mut GamesChronoriftState) phase Start {
png_load("assets/kenney/tiny-town/Tiles/tile_0000.png") # 0 grass
png_load("assets/kenney/tiny-town/Tiles/tile_0004.png") # 1 tree
png_load("assets/kenney/tiny-town/Tiles/tile_0025.png") # 2 path
@ -25,16 +25,16 @@ handler Boot phase Start {
Party { slot: 1 }
Stats { hp: 26, maxhp: 26, mp: 16, maxmp: 16, atk: 8, def: 4, lvl: 1, xp: 0, guard: 0 }
}
game_mode = 0
encounter = 4
world_map = 0
boss_down = 0
gold = 20
potions = 2
games_chronorift_st.game_mode = 0
games_chronorift_st.encounter = 4
games_chronorift_st.world_map = 0
games_chronorift_st.boss_down = 0
games_chronorift_st.gold = 20
games_chronorift_st.potions = 2
}
handler Control phase Input {
if game_mode == 0 {
handler Control(games_chronorift_st: mut GamesChronoriftState) phase Input {
if games_chronorift_st.game_mode == 0 {
for (p) in query [Pos, {Player}] {
let k = Input.key()
var nx = p.x
@ -57,43 +57,43 @@ handler Control phase Input {
build_dungeon(0)
p.x = 3
p.y = 2
world_map = 1
games_chronorift_st.world_map = 1
}
if tc == 'S' {
build_field(0)
p.x = 36
p.y = 3
world_map = 0
games_chronorift_st.world_map = 0
}
if tc == 'B' {
if boss_down == 0 {
enemy_type = 2
if games_chronorift_st.boss_down == 0 {
games_chronorift_st.enemy_type = 2
spawn Enemy {
Actor { kind: 8 }
Stats { hp: 120, maxhp: 120, mp: 0, maxmp: 0, atk: 18, def: 10, lvl: 5, xp: 300, guard: 0 }
}
game_mode = 1
turn_phase = 0
menu_cursor = 0
games_chronorift_st.game_mode = 1
games_chronorift_st.turn_phase = 0
games_chronorift_st.menu_cursor = 0
}
}
if tc == 'h' {
game_mode = 4
menu_cursor = 0
games_chronorift_st.game_mode = 4
games_chronorift_st.menu_cursor = 0
}
if tc != 'D' {
if tc != 'S' {
if tc != 'B' {
if tc != 'h' {
encounter -= 1
if encounter <= 0 {
encounter = Random.range(4, 9)
games_chronorift_st.encounter -= 1
if games_chronorift_st.encounter <= 0 {
games_chronorift_st.encounter = Random.range(4, 9)
var et = 0
if world_map == 1 { et = 1 }
if world_map == 0 {
if games_chronorift_st.world_map == 1 { et = 1 }
if games_chronorift_st.world_map == 0 {
if Random.chance(40) { et = 1 }
}
enemy_type = et
games_chronorift_st.enemy_type = et
if et == 0 {
spawn Enemy {
Actor { kind: 6 }
@ -106,9 +106,9 @@ handler Control phase Input {
Stats { hp: 30, maxhp: 30, mp: 0, maxmp: 0, atk: 11, def: 5, lvl: 1, xp: 15, guard: 0 }
}
}
game_mode = 1
turn_phase = 0
menu_cursor = 0
games_chronorift_st.game_mode = 1
games_chronorift_st.turn_phase = 0
games_chronorift_st.menu_cursor = 0
}
}
}
@ -122,19 +122,19 @@ handler Control phase Input {
}
# shop (at the house 'h' tile): buy potions with gold
handler Shop phase Update {
if game_mode == 4 {
handler Shop(games_chronorift_st: mut GamesChronoriftState) phase Update {
if games_chronorift_st.game_mode == 4 {
let k = Input.key()
if k == 'w' { menu_cursor = max(0, menu_cursor - 1) }
if k == 's' { menu_cursor = min(1, menu_cursor + 1) }
if k == 'w' { games_chronorift_st.menu_cursor = max(0, games_chronorift_st.menu_cursor - 1) }
if k == 's' { games_chronorift_st.menu_cursor = min(1, games_chronorift_st.menu_cursor + 1) }
if is_confirm(k) {
if menu_cursor == 0 {
if gold >= 10 {
gold -= 10
potions += 1
if games_chronorift_st.menu_cursor == 0 {
if games_chronorift_st.gold >= 10 {
games_chronorift_st.gold -= 10
games_chronorift_st.potions += 1
}
}
if menu_cursor == 1 { game_mode = 0 }
if games_chronorift_st.menu_cursor == 1 { games_chronorift_st.game_mode = 0 }
}
}
}