feat(stdlib): namespaced standard library (issue #2)
Implement the bulk of the namespaced-stdlib proposal (workshopsoft/ludic#2): 156 namespace methods across Math, Text, List, Ease, Collide, World, Net, Sys, Save, Mem, extended Screen, Color functions, extended Random, and Time. All deterministic fixed-point; self-hosting (C-free bootstrap fixpoint holds). Compiler (selfhost/): - Math.*: sqrt/sin/cos/tan/atan2/asin/acos (fixed-point runtime prelude — bit-by-bit isqrt, 256-entry interpolated sine table, Ross atan2), plus hypot/dist/dist2/deg_to_rad/rad_to_deg/posmod/wrap/ping_pong/snapped/ move_toward/smoothstep/lerp/remap/sign/floor/ceil/round. - Text.* (complete): upper/lower/trim/repeat/pad, split/join/replace, and the libc-backed queries. - List.* (complete): insert/remove_at/remove/sort plus the earlier ops. - Ease.* (in/out/in_out/back/bounce) and Collide.* (rects/point_rect/ circles/rect_circle). - Phase 3: World/Net/Sys/Save namespaced over the bare builtins (byte- identical IR) and Mem.* (bytes/words/copy/fill/peek/poke). - Screen.* extended (line/circle/fill_circle/triangle/fill_triangle via new runtime primitives; sprite/sprite_scaled aliases), Color.* functions, Random.* (value/int/sign), Time.* (frame/delta/elapsed/now — new game-loop frame counter). - Fix a lexer bug: fixed-point literals with >4 fractional digits overflowed. Docs & tooling: - 129 new per-symbol doc pages; gen.py made data-driven (namespaces discovered from the docs, no hardcoded list); new check-impl.py enforces that every implemented namespace method / keyword / type / phase has a doc page, wired into `x test-tools`. Document the previously-undocumented keywords (break/continue/where/entry/new/public + and/or/not tokens). - LSP: namespaced signature help (ns_method_sig) covering every namespace. Tests: 12 new self-host/regression tests + a golden render for the drawing primitives. All suites green (selfhost 21, regression 45, tools 29). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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docs/language/screen/screen-circle.md
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docs/language/screen/screen-circle.md
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---
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id: screen-circle
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name: Screen.circle
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category: screen
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kind: namespace-method
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tokens: Screen.circle
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sig: Screen.circle(x, y, radius, color)
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tip: Draw a circle outline.
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order: 11
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ns: Screen
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member: circle
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---
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Draws the outline of a circle centred at <code>(x, y)</code> with the given <code>radius</code> in <code>color</code>. Use it for rings, radii, and selection markers; for a solid disc use <code>Screen.fill_circle</code>.
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```ludic
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program Demo {
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handler DrawWorld phase Render {
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Screen.clear(Color.MidnightBlue)
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Screen.circle(x: 160, y: 120, radius: 40, color: Color.Cyan)
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Screen.show()
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}
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}
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```
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docs/language/screen/screen-fill_circle.md
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docs/language/screen/screen-fill_circle.md
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---
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id: screen-fill_circle
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name: Screen.fill_circle
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category: screen
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kind: namespace-method
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tokens: Screen.fill_circle
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sig: Screen.fill_circle(x, y, radius, color)
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tip: Draw a filled disc.
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order: 12
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ns: Screen
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member: fill_circle
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---
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Draws a solid disc centred at <code>(x, y)</code> with the given <code>radius</code> in <code>color</code>, one horizontal span per row. Use it for round bodies, bullets, and glows.
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```ludic
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program Demo {
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handler DrawWorld phase Render {
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Screen.clear(Color.MidnightBlue)
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Screen.fill_circle(x: bx, y: by, radius: 6, color: Color.Gold)
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Screen.show()
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}
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}
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```
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docs/language/screen/screen-fill_triangle.md
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docs/language/screen/screen-fill_triangle.md
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---
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id: screen-fill_triangle
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name: Screen.fill_triangle
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category: screen
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kind: namespace-method
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tokens: Screen.fill_triangle
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sig: Screen.fill_triangle(x1, y1, x2, y2, x3, y3, color)
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tip: Draw a filled triangle.
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order: 14
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ns: Screen
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member: fill_triangle
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---
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Fills the triangle with corners <code>(x1, y1)</code>, <code>(x2, y2)</code>, <code>(x3, y3)</code> in <code>color</code>, scanning its bounding box with an inside test. The building block for flat-shaded polygons and arrowheads.
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```ludic
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program Demo {
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handler DrawWorld phase Render {
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Screen.clear(Color.MidnightBlue)
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Screen.fill_triangle(x1: 10, y1: 10, x2: 30, y2: 10, x3: 20, y3: 26, color: Color.Red)
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Screen.show()
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}
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}
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```
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docs/language/screen/screen-line.md
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docs/language/screen/screen-line.md
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---
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id: screen-line
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name: Screen.line
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category: screen
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kind: namespace-method
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tokens: Screen.line
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sig: Screen.line(x1, y1, x2, y2, color)
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tip: Draw a straight line between two points.
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order: 10
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ns: Screen
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member: line
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---
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Draws a one-pixel line from <code>(x1, y1)</code> to <code>(x2, y2)</code> in <code>color</code>, using an integer Bresenham walk so it looks the same on every platform. Use it for lasers, tethers, debug rays, and vector art. Draw during the <code>Render</code> phase.
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```ludic
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program Demo {
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handler DrawWorld phase Render {
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Screen.clear(Color.MidnightBlue)
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Screen.line(x1: px, y1: py, x2: tx, y2: ty, color: Color.White)
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Screen.show()
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}
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}
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```
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docs/language/screen/screen-sprite.md
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docs/language/screen/screen-sprite.md
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---
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id: screen-sprite
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name: Screen.sprite
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category: screen
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kind: namespace-method
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tokens: Screen.sprite
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sig: Screen.sprite(id, x, y)
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tip: Blit a sprite at its natural size.
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order: 15
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ns: Screen
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member: sprite
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---
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Draws sprite <code>id</code> from the loaded sprite sheet at <code>(x, y)</code>, at its natural 16x16 size. Load the sheet once at start, then draw sprites each frame during <code>Render</code>.
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```ludic
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program Demo {
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handler DrawWorld phase Render {
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Screen.clear(Color.MidnightBlue)
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Screen.sprite(id: hero_frame, x: px, y: py)
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Screen.show()
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}
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}
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```
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docs/language/screen/screen-sprite_scaled.md
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docs/language/screen/screen-sprite_scaled.md
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---
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id: screen-sprite_scaled
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name: Screen.sprite_scaled
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category: screen
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kind: namespace-method
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tokens: Screen.sprite_scaled
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sig: Screen.sprite_scaled(id, x, y, scale)
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tip: Blit a sprite at an integer scale.
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order: 16
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ns: Screen
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member: sprite_scaled
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---
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Draws sprite <code>id</code> at <code>(x, y)</code> enlarged by an integer <code>scale</code> (2 doubles it, and so on) — for chunky pixel-art zoom without blurring.
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```ludic
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program Demo {
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handler DrawWorld phase Render {
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Screen.clear(Color.MidnightBlue)
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Screen.sprite_scaled(id: boss, x: bx, y: by, scale: 3)
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Screen.show()
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}
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}
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```
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docs/language/screen/screen-triangle.md
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docs/language/screen/screen-triangle.md
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---
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id: screen-triangle
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name: Screen.triangle
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category: screen
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kind: namespace-method
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tokens: Screen.triangle
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sig: Screen.triangle(x1, y1, x2, y2, x3, y3, color)
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tip: Draw a triangle outline.
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order: 13
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ns: Screen
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member: triangle
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---
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Draws the outline of the triangle with corners <code>(x1, y1)</code>, <code>(x2, y2)</code>, <code>(x3, y3)</code> in <code>color</code> — three lines. Use it for arrows, wedges, and vector shapes.
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```ludic
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program Demo {
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handler DrawWorld phase Render {
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Screen.clear(Color.MidnightBlue)
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Screen.triangle(x1: 10, y1: 10, x2: 30, y2: 10, x3: 20, y3: 26, color: Color.White)
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Screen.show()
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}
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}
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```
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