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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# 25 @OnDetach(Shield): reads the outgoing amount 5, prints 5 + 20
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# 0 the Shield is gone — nothing matches
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#
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# ./selfhost/game-build.sh build/ludicc examples/detach.ludic /tmp/detach
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# bin/x game-build bin/ludicc examples/detach.ludic /tmp/detach
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# /tmp/detach </dev/null
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program Detach {
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property Tag { v: int = 0 }
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13
examples/draw_prims.ludic
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13
examples/draw_prims.ludic
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# draw_prims.ludic — exercises the extended Screen.* drawing primitives
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# (line/circle/fill_circle/triangle/fill_triangle) for the golden render suite.
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program DrawPrims {
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handler DrawWorld phase Render {
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Screen.clear(0x0d1020)
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Screen.line(x1: 4, y1: 4, x2: 120, y2: 60, color: 0xFF4040)
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Screen.circle(x: 200, y: 60, radius: 30, color: 0x40FF40)
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Screen.fill_circle(x: 80, y: 150, radius: 24, color: 0x4060FF)
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Screen.triangle(x1: 160, y1: 120, x2: 230, y2: 130, x3: 190, y3: 200, color: 0xFFD040)
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Screen.fill_triangle(x1: 250, y1: 150, x2: 300, y2: 160, x3: 270, y3: 210, color: 0xFF40FF)
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Screen.show()
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}
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}
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# 5. rt_receive() — the client reconciles to the authoritative x=5
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#
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# Prints 5 / 999 / 5. Build & run with the Ludic toolchain only:
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# ./build.sh examples/net_demo.ludic --headless && ./build/net_demo_headless
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# bin/x app examples/net_demo.ludic --headless && ./build/net_demo_headless
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import "net_rt.ludic"
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program NetDemo {
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# 503 Enemy A despawned in-world (Despawned): drop its loot, 3 + 500
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# 1009 Enemy B outlived the run; at quit (Quit) it skips loot, 9 + 1000
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#
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# ./selfhost/game-build.sh build/ludicc examples/reason.ludic /tmp/reason
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# bin/x game-build bin/ludicc examples/reason.ludic /tmp/reason
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# /tmp/reason </dev/null
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program Reasons {
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property Health { hp: int = 0 }
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13
examples/rng_demo.ludic
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13
examples/rng_demo.ludic
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# rng_demo.ludic — exercises the Random.* extensions (value/int/sign) with a
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# fixed seed, so the sequence is deterministic for the regression suite.
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program RngDemo {
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handler Seed phase Start { Random.seed(value: 1) }
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handler Once phase Update {
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print(Random.int(100))
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print(Random.int(100))
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print(Math.floor(Random.value() * 10.0))
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print(Random.sign())
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print(Random.int(0)) # 0 (max <= 0)
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quit()
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}
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}
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11
examples/time_demo.ludic
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11
examples/time_demo.ludic
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program TimeDemo {
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handler Tick phase Update {
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let f = Time.frame()
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print(f)
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if f >= 3 {
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print(Math.floor(Time.elapsed() * 100.0))
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print(Math.floor(Time.delta() * 1000.0))
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quit()
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}
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}
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}
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