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>
This commit is contained in:
commit
985f9ad8f2
418 changed files with 39065 additions and 0 deletions
96
tools/editors/vscode/snippets/ludic.json
Normal file
96
tools/editors/vscode/snippets/ludic.json
Normal file
|
|
@ -0,0 +1,96 @@
|
|||
{
|
||||
"game": {
|
||||
"prefix": "game",
|
||||
"body": ["game ${1:Name} {", "\t$0", "}"],
|
||||
"description": "A game unit — compiles to an executable."
|
||||
},
|
||||
"module": {
|
||||
"prefix": "module",
|
||||
"body": ["module ${1:Name} {", "\t$0", "}"],
|
||||
"description": "A library unit — compiles to a shared library, no frame loop."
|
||||
},
|
||||
"component": {
|
||||
"prefix": "component",
|
||||
"body": ["component ${1:Name} { ${2:x}: ${3:int} = ${4:0} }"],
|
||||
"description": "A component: typed per-entity fields."
|
||||
},
|
||||
"archetype": {
|
||||
"prefix": "archetype",
|
||||
"body": ["archetype ${1:Name} {", "\t${2:Pos}", "}"],
|
||||
"description": "An entity kind bundling a fixed set of components."
|
||||
},
|
||||
"system": {
|
||||
"prefix": "system",
|
||||
"body": [
|
||||
"system ${1:Name} phase ${2|Start,Input,FixedUpdate,Update,LateUpdate,Render|} {",
|
||||
"\t$0",
|
||||
"}"
|
||||
],
|
||||
"description": "A system that runs once per tick in its phase."
|
||||
},
|
||||
"system with query": {
|
||||
"prefix": "systemq",
|
||||
"body": [
|
||||
"system ${1:Name} phase ${2|Update,FixedUpdate,LateUpdate,Render,Input|}",
|
||||
" query (${3:p}) [${4:Pos}]",
|
||||
"{",
|
||||
"\t$0",
|
||||
"}"
|
||||
],
|
||||
"description": "A system whose body runs once per matching entity."
|
||||
},
|
||||
"for query": {
|
||||
"prefix": "forq",
|
||||
"body": ["for (${1:p}) in query [${2:Pos}] {", "\t$0", "}"],
|
||||
"description": "Iterate every entity matching a query."
|
||||
},
|
||||
"spawn": {
|
||||
"prefix": "spawn",
|
||||
"body": ["spawn ${1:Kind} {", "\t${2:Pos} = { ${3:x} = ${4:0} }", "}"],
|
||||
"description": "Create an entity of an archetype."
|
||||
},
|
||||
"scene": {
|
||||
"prefix": "scene",
|
||||
"body": [
|
||||
"scene ${1:Name} {",
|
||||
"\ton enter { $2 }",
|
||||
"\tlayer ${3:Main} {",
|
||||
"\t\t$0",
|
||||
"\t}",
|
||||
"}"
|
||||
],
|
||||
"description": "A scene with lifecycle hooks and one layer of systems."
|
||||
},
|
||||
"ui": {
|
||||
"prefix": "ui",
|
||||
"body": [
|
||||
"ui ${1:Name} {",
|
||||
"\tpanel id=${2:Root} pad=16 gap=6 align=center {",
|
||||
"\t\t$0",
|
||||
"\t}",
|
||||
"}"
|
||||
],
|
||||
"description": "A retained UI tree."
|
||||
},
|
||||
"match": {
|
||||
"prefix": "match",
|
||||
"body": ["match ${1:x} {", "\t${2:0} => { $3 }", "\t_ => { $0 }", "}"],
|
||||
"description": "Pattern match."
|
||||
},
|
||||
"machine": {
|
||||
"prefix": "machine",
|
||||
"body": [
|
||||
"machine reg(${1:R_PHASE}) {",
|
||||
"\tstate ${2:Idle} = 0 {",
|
||||
"\t\t$0",
|
||||
"\t}",
|
||||
"}"
|
||||
],
|
||||
"description": "A state machine over a register."
|
||||
},
|
||||
"extern fn": {
|
||||
"prefix": "extern",
|
||||
"body": ["extern fn ${1:name}(${2:a}: ${3:int}) -> ${4:int} = \"${5:c_symbol}\""],
|
||||
"description": "Bind a C symbol through the FFI."
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue