Phase 6a: rename core vocabulary (game/main/component/archetype/system)
game/module -> program, main -> entry, component -> property, archetype -> model, system -> handler. Done via a transitional self-hosting bootstrap: parser accepts both -> reseed -> compiler source moved to new keywords + parser tightened to new-only -> reseed (fixpoint holds). Old keywords now rejected. Token-safe corpus migration (tools/ludic-tools/rename_kw.c) leaves the LLVM @main/entry: labels in emit strings untouched; goldens byte-identical. Editor vocab (header/JetBrains/TextMate/emacs), check-docs wrapper, and doc fences updated; error string 'unknown component' -> 'unknown property'. test.sh 14/14, test-tools 28/0, check-vocabulary green. (Doc prose pass to follow.) Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@ -7,7 +7,7 @@
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# chronorift/, pulled in with `import`. Paths resolve relative to this file, and
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# each import is include-guarded so re-imports are free.
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# ============================================================================
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game ChronoRift {
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program ChronoRift {
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import "chronorift/world.ludic" # components, entity archetypes, constants
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import "chronorift/rules.ludic" # pure rules + map data (functions)
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import "chronorift/overworld.ludic" # boot, movement, encounters, shop
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@ -8,7 +8,7 @@
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enum KnightAct { Attack, Guard, Item, Flee }
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enum MageAct { Attack, Heal, Guard }
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system Battle phase Update {
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handler Battle phase Update {
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if reg(R_MODE) == 1 {
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let k = key()
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for (e) in query [Stats, {Enemy}] {
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@ -144,7 +144,7 @@ system Battle phase Update {
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}
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}
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system CleanBattle phase LateUpdate {
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handler CleanBattle phase LateUpdate {
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if reg(R_MODE) != 1 {
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for (e) in query [Stats, {Enemy}] {
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despawn self()
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@ -152,7 +152,7 @@ system CleanBattle phase LateUpdate {
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}
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}
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system Meta phase Update {
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handler Meta phase Update {
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let k = key()
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if reg(R_MODE) == 2 {
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if k == 0 { setreg(R_ACK, 1) }
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@ -1,6 +1,6 @@
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# draw.ludic — the Render system (overworld, battle, and overlay screens).
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system Draw phase Render {
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handler Draw phase Render {
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let m = reg(R_MODE)
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clear(0x101018)
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@ -1,6 +1,6 @@
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# overworld.ludic — boot, movement/encounter input, and the shop system.
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system Boot phase Start {
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handler Boot phase Start {
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load_png("assets/kenney/tiny-town/Tiles/tile_0000.png") # 0 grass
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load_png("assets/kenney/tiny-town/Tiles/tile_0004.png") # 1 tree
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load_png("assets/kenney/tiny-town/Tiles/tile_0025.png") # 2 path
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@ -33,7 +33,7 @@ system Boot phase Start {
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setreg(R_POTION, 2)
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}
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system Control phase Input {
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handler Control phase Input {
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if reg(R_MODE) == 0 {
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for (p) in query [Pos, {Player}] {
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let k = key()
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@ -122,7 +122,7 @@ system Control phase Input {
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}
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# shop (at the house 'h' tile): buy potions with gold
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system Shop phase Update {
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handler Shop phase Update {
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if reg(R_MODE) == 4 {
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let k = key()
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if k == 'w' { setreg(R_CUR, max(0, reg(R_CUR) - 1)) }
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@ -1,17 +1,17 @@
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# world.ludic — the data model: components, entity archetypes, constants.
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# Imported by examples/chronorift.ludic. No `game` wrapper (this is a fragment).
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component Pos { x: int = 0, y: int = 0 }
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component Actor { kind: int = 0 }
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component Stats { hp: int = 1, maxhp: int = 1, mp: int = 0, maxmp: int = 0,
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property Pos { x: int = 0, y: int = 0 }
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property Actor { kind: int = 0 }
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property Stats { hp: int = 1, maxhp: int = 1, mp: int = 0, maxmp: int = 0,
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atk: int = 1, def: int = 0, lvl: int = 1, xp: int = 0, guard: int = 0 }
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component Party { slot: int = 0 }
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property Party { slot: int = 0 }
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# Entity KINDS. Identity is stored as one integer per entity (L_kind), not as
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# an empty marker component. Query membership with {Player} / {Enemy}.
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archetype Player { Pos, Actor, Party, Stats } # the controllable knight
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archetype Ally { Party, Stats } # backline mage (no overworld body)
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archetype Enemy { Actor, Stats } # battle foe
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model Player { Pos, Actor, Party, Stats } # the controllable knight
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model Ally { Party, Stats } # backline mage (no overworld body)
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model Enemy { Actor, Stats } # battle foe
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const MW: int = 40
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const MH: int = 18
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@ -1,10 +1,10 @@
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# hello.ludic — smallest program that exercises the ECS pipeline
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game Hello {
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program Hello {
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component Pos { x: int = 0, y: int = 0 }
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component Vel { dx: int = 0, dy: int = 0 }
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property Pos { x: int = 0, y: int = 0 }
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property Vel { dx: int = 0, dy: int = 0 }
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system Boot phase Start {
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handler Boot phase Start {
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spawn Mob {
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Pos { x: 3, y: 4 }
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Vel { dx: 1, dy: 0 }
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@ -17,14 +17,14 @@ game Hello {
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# a system can declare the entities it operates on: the body then runs once
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# per match, with the components bound and self() giving that entity.
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system Move phase FixedUpdate
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handler Move phase FixedUpdate
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query (p, v) [Pos, Vel]
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{
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p.x = p.x + v.dx
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p.y = p.y + v.dy
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}
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system Report phase Update {
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handler Report phase Update {
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for (p) in query [Pos] {
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print_int(p.x)
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print_int(p.y)
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@ -9,20 +9,20 @@
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# that: the same declaration binds a C, Rust or Zig library just as well. This
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# is how Ludic reaches the outside world without a C shim.
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# ============================================================================
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game Arena {
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program Arena {
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extern fn damage(attack: int, armour: int, roll: int) -> int = "damage"
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extern fn hits_to_kill(hp: int, attack: int, armour: int) -> int = "hits_to_kill"
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extern fn xp_for(level: int, kills: int) -> int = "xp_for"
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component Fighter { hp: int = 30, attack: int = 9, armour: int = 2 }
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property Fighter { hp: int = 30, attack: int = 9, armour: int = 2 }
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system Boot phase Start {
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handler Boot phase Start {
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spawn Hero { Fighter { hp: 40, attack: 12, armour: 3 } }
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spawn Orc { Fighter { hp: 24, attack: 7, armour: 1 } }
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}
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system Fight phase Update {
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handler Fight phase Update {
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for (f) in query [Fighter] {
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print_int(damage(f.attack, f.armour, 0))
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print_int(damage(f.attack, f.armour, 20))
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@ -11,7 +11,7 @@
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# engine, a test harness, a scripting host. Non-exported functions stay private
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# to the library.
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# ============================================================================
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module Combat {
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program Combat {
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const CRIT_MULT: int = 2
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@ -2,7 +2,7 @@
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# block); the engine lays it out (stacked panel, padding/gap/alignment), draws
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# it (background, TrueType labels, focusable buttons), and routes keyboard focus
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# and activation. The game only loads a font, opens the UI, and reads clicks.
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game Menu {
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program Menu {
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const R_FONT: int = 0
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const R_MSG: int = 1
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}
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}
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system Boot phase Start {
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handler Boot phase Start {
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setreg(R_FONT, font_load("/System/Library/Fonts/Supplemental/Arial.ttf"))
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ui_build()
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ui_open(UI_MainMenu)
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}
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system Nav phase Update {
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handler Nav phase Update {
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ui_tick(key())
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if ui_clicked(UI_NewGame) { ui_set_text(UI_NewGame, "Starting...") }
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if ui_clicked(UI_Continue) { ui_set_text(UI_Continue, "No save") }
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if ui_clicked(UI_Quit) { quit() }
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}
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system Draw phase Render {
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handler Draw phase Render {
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clear(0x0e0e16)
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ui_render()
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present()
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# the whole body — the loop header just moves into the declaration. The body runs
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# once per matching entity, and self() is that entity.
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# ============================================================================
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game QueryDecl {
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component Battle { hp: int = 0, side: int = 0 }
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component Pos { x: int = 0, y: int = 0 }
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archetype Foe { Battle, Pos }
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program QueryDecl {
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property Battle { hp: int = 0, side: int = 0 }
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property Pos { x: int = 0, y: int = 0 }
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model Foe { Battle, Pos }
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system Seed phase Start {
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handler Seed phase Start {
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spawn Foe { Battle { hp: 3, side: 1 } }
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spawn Foe { Battle { hp: 0, side: 1 } }
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spawn Foe { Battle { hp: -2, side: 0 } }
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}
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system CleanBattle phase LateUpdate
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handler CleanBattle phase LateUpdate
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query (b, p) [Battle, Pos, {Foe}] where b.hp <= 0 and b.side == 1
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{
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print_int(p.x)
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despawn self()
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}
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system Census phase Render
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handler Census phase Render
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query (b) [Battle]
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{
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print_int(b.hp)
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}
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system Bye phase Render { quit() }
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handler Bye phase Render { quit() }
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}
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@ -4,16 +4,16 @@
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# LANGUAGE.md §"Scenes & layers"). It is deliberately excluded from test.sh.
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# Games that need scene-like states use a mode register + `machine` today, as
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# examples/chronorift does.
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game SceneDemo {
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program SceneDemo {
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const R_N: int = 0
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system Boot phase Start { setreg(R_N, 0); print_int(1000) }
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handler Boot phase Start { setreg(R_N, 0); print_int(1000) }
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scene Title start {
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on enter { print_int(1) }
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on exit { print_int(2) }
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layer Main {
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system Tick phase Update {
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handler Tick phase Update {
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setreg(R_N, reg(R_N) + 1)
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print_int(100 + reg(R_N))
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if reg(R_N) >= 2 { enter Play }
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on enter { print_int(3); setreg(R_N, 0) }
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on exit { print_int(4) }
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layer World {
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system Step phase Update {
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handler Step phase Update {
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setreg(R_N, reg(R_N) + 1)
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print_int(200 + reg(R_N))
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if reg(R_N) >= 2 { quit() }
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}
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}
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layer Hud {
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system Draw phase Render { print_int(900) }
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handler Draw phase Render { print_int(900) }
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}
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}
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}
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# general: compiled by the SAME unmodified ludicc + runtime as the JRPG.
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# No sprites/assets — pure primitives. Build: ./build.sh examples/snake.ludic
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# ============================================================================
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game Snake {
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program Snake {
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component Pos { x: int = 0, y: int = 0 }
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component Seg { order: int = 0 }
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property Pos { x: int = 0, y: int = 0 }
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property Seg { order: int = 0 }
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const GW: int = 20
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const GH: int = 15
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return 0
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}
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system Boot phase Start { reset(0) }
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handler Boot phase Start { reset(0) }
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system Input phase Input {
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handler Input phase Input {
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let k = key()
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if reg(R_MODE) == 0 {
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if k == 'w' { if reg(R_DIR) != 1 { setreg(R_DIR, 0) } }
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}
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}
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system Move phase Update {
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handler Move phase Update {
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if reg(R_MODE) == 0 {
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setreg(R_TICK, reg(R_TICK) + 1)
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if reg(R_TICK) >= 6 {
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@ -110,7 +110,7 @@ game Snake {
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}
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}
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system Draw phase Render {
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handler Draw phase Render {
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clear(0x0d1020)
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for gy in 0 .. GH {
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for gx in 0 .. GW {
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