Baseline: Ludic compiler + toolchain, Phase 1 syntax fixes complete
Self-hosted compiler (selfhost/*.ludic), runtime, examples, editor tooling, and docs. Phase 1 of the syntax-redesign cohesion pass has landed: edge-system fix, signature-query, when-alias, and the documentation truth-pass. Suite green (14/14), C-free bootstrap fixpoint holds. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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examples/chronorift.ludic
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examples/chronorift.ludic
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# ============================================================================
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# chronorift.ludic — a 2D windowed co-op JRPG written in Ludic (CC0 Kenney art)
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# Overworld + dungeon + random encounters + co-op turn battle + boss + save.
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# Compiles to a native macOS app: ludicc -> LLVM IR -> native binary. No C.
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#
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# This entry file is deliberately thin: the game is split across modules under
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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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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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import "chronorift/combat.ludic" # co-op turn battle state machine
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import "chronorift/draw.ludic" # the Render system
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}
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