wip(0.S2): migrate - a var nothing writes becomes a let; a state is keyed by its module, directory or program, so every program's plan agrees; paths normalized; program states named SceneDemoState / scene_demo_st; the LSP reads state, mut and entry/handler parameters
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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463 changed files with 72045 additions and 67421 deletions
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@ -3,15 +3,13 @@
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# Running it prints: 1 2 3 4 5 6 7 8 9 10 11 12
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program Floats {
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const HALF: float = 0.5
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state FloatsState {
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g_gravity: float = -9.81
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}
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var g_gravity: float = -9.81
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property Body { x: float = 1.25, vy: float, mass: double = 70.5 }
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function lerp(a: float, b: float, t: float) -> float { return a + (b - a) * t }
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entry (floats_st: FloatsState) {
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entry {
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let a: float = 0.1
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if a * 3 > 0.29 and a * 3 < 0.31 { print(1) } # the int 3 promotes
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if lerp(0, 10, 0.25) == 2.5 { print(2) } # ints and literals as floats
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@ -20,7 +18,7 @@ program Floats {
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if string(a + 0.2) == "0.3" { print(4) } # shortest text that reads back
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let b = new Body
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b.vy = b.vy + floats_st.g_gravity * HALF
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b.vy = b.vy + g_gravity * HALF
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if b.vy < -4.9 and b.vy > -4.91 and b.mass == 70.5 { print(5) }
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let v = floats(3)
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@ -5,14 +5,12 @@
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# Running it prints: 4294967295 3988292384 -4294967296 1099511627776 -3750763034362895579 -1 1
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program LongLiterals {
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const MASK: long = 4294967295
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state LongliteralsState {
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poly: long = 3988292384
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}
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var poly: long = 3988292384
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function neg() -> long { return -4294967296 }
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entry (longliterals_st: LongliteralsState) {
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entry {
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let big = 0x10000000000
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let fnv = 0xcbf29ce484222325
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let small = 0xFFFFFFFF
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print(`{MASK} {longliterals_st.poly} {neg()} {big} {fnv} {small} {MASK > long(2147483647)}`)
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print(`{MASK} {poly} {neg()} {big} {fnv} {small} {MASK > long(2147483647)}`)
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}
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}
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@ -15,32 +15,30 @@
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# bin/ludic-dev game-build bin/ludicc examples/lang/scenes.ludic /tmp/scenes
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# printf 'aaaa' | /tmp/scenes
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program SceneDemo {
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state ScenedemoState {
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counter: int = 0
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}
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var counter: int = 0
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handler Boot(scenedemo_st: mut ScenedemoState) phase Start { scenedemo_st.counter = 0; print(1000) }
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handler Boot phase Start { counter = 0; print(1000) }
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scene Title start {
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on enter { print(1) }
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on exit { print(2) }
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layer Main {
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handler Tick(scenedemo_st: mut ScenedemoState) phase Update {
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scenedemo_st.counter += 1
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print(100 + scenedemo_st.counter)
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if scenedemo_st.counter >= 2 { become Play }
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handler Tick phase Update {
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counter += 1
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print(100 + counter)
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if counter >= 2 { become Play }
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}
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}
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}
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scene Play {
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on enter (scenedemo_st: mut ScenedemoState) { print(3); scenedemo_st.counter = 0 }
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on enter { print(3); counter = 0 }
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on exit { print(4) }
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layer World {
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handler Step(scenedemo_st: mut ScenedemoState) phase Update {
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scenedemo_st.counter += 1
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print(200 + scenedemo_st.counter)
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if scenedemo_st.counter >= 2 { quit() }
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handler Step phase Update {
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counter += 1
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print(200 + counter)
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if counter >= 2 { quit() }
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}
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}
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layer Hud {
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