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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@ -9,14 +9,12 @@
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program SpriteRender {
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import "ludic.core/components.ludic"
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state SpriterenderState {
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HERO: int = 0
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}
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var HERO: int = 0
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@OnStart handler Boot(spriterender_st: mut SpriterenderState) {
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spriterender_st.HERO = png_load("assets/kenney/tiny-dungeon/Tiles/tile_0096.png")
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spawn Shown { Position { x: 40, y: 40 }, Sprite { id: spriterender_st.HERO } }
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spawn Hidden { Position { x: 100, y: 40 }, Sprite { id: spriterender_st.HERO, hidden: 1 } }
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@OnStart handler Boot {
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HERO = png_load("assets/kenney/tiny-dungeon/Tiles/tile_0096.png")
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spawn Shown { Position { x: 40, y: 40 }, Sprite { id: HERO } }
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spawn Hidden { Position { x: 100, y: 40 }, Sprite { id: HERO, hidden: 1 } }
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}
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# An empty Render handler: the engine sprite system draws the Sprite entities.
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