Language: named colors, namespaced Screen/Input/Random/Map API, named args
An opinionated, game-facing surface for the language: - Color.<Name>: 221 named colors resolved to 0xRRGGBB at compile time (selfhost/emit_color.ludic). - Namespaced builtins Screen.* / Input.key / Random.* / Map.*, so calls read as subject.action; present() -> Screen.show(), clear -> Screen.clear, fill_rect -> Screen.fill_rectangle, etc. - Named arguments, e.g. Screen.fill_rectangle(x:, y:, width:, height:, color:), reordered to the callee's parameters at emit time. - machine/become can run over a named program-scope var, not just a register. - Migrate examples off numeric registers to named vars; snake/menu/chronorift render byte-identical to the goldens and the bootstrap fixpoint is preserved. - Regenerate the checked-in seed (selfhost/ludicc.seed.ll). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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14 changed files with 11784 additions and 7493 deletions
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@ -12,7 +12,7 @@ fn tile_sprite(c: int) -> int {
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return SPR_GRASS
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}
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fn walkable(x: int, y: int) -> bool {
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let c = tile(x, y)
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let c = Map.tile(x, y)
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return c == '.' or c == 'D' or c == 'r' or c == ',' or c == 'S' or c == 'B' or c == 'h'
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}
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fn is_confirm(k: int) -> bool { return k == 32 or k == 10 or k == 13 }
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@ -23,47 +23,47 @@ fn enemy_name(et: int) -> str {
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}
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fn build_field(x: int) -> int {
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map_size(40, 18)
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map_row(0, "########################################")
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map_row(1, "#......................................#")
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map_row(2, "#...TT.........................TT.....D#")
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map_row(3, "#..TT.......................TT.........#")
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map_row(4, "#..T.........................T.........#")
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map_row(5, "#....................................T.#")
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map_row(6, "#.....TT....................TT.......T.#")
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map_row(7, "#....TT.....................T..........#")
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map_row(8, "#...........rrrrrrrr........HH.........#")
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map_row(9, "#..........r........r.......HH.........#")
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map_row(10, "#......TT...r........rrrrrrrrhr......T.#")
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map_row(11, "#.....TT...r.................r.......T.#")
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map_row(12, "#..........r.......TT.......r..........#")
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map_row(13, "#..........rrrrrrrrrrrrrrrrr.........T.#")
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map_row(14, "#.........TT.........................T.#")
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map_row(15, "#........TT..........................T.#")
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map_row(16, "#....................................T.#")
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map_row(17, "########################################")
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Map.size(40, 18)
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Map.row(0, "########################################")
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Map.row(1, "#......................................#")
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Map.row(2, "#...TT.........................TT.....D#")
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Map.row(3, "#..TT.......................TT.........#")
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Map.row(4, "#..T.........................T.........#")
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Map.row(5, "#....................................T.#")
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Map.row(6, "#.....TT....................TT.......T.#")
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Map.row(7, "#....TT.....................T..........#")
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Map.row(8, "#...........rrrrrrrr........HH.........#")
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Map.row(9, "#..........r........r.......HH.........#")
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Map.row(10, "#......TT...r........rrrrrrrrhr......T.#")
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Map.row(11, "#.....TT...r.................r.......T.#")
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Map.row(12, "#..........r.......TT.......r..........#")
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Map.row(13, "#..........rrrrrrrrrrrrrrrrr.........T.#")
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Map.row(14, "#.........TT.........................T.#")
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Map.row(15, "#........TT..........................T.#")
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Map.row(16, "#....................................T.#")
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Map.row(17, "########################################")
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return 0
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}
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fn build_dungeon(x: int) -> int {
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map_size(40, 18)
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map_row(0, "========================================")
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map_row(1, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
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map_row(2, "=,S,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
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map_row(3, "=,,,,,====,,,,,,,,,,,,,,,====,,,,,,,,,,=")
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map_row(4, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
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map_row(5, "=,,,,,,,,,,,,,====,,,,,,,,,,,,,,,,,,,,,=")
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map_row(6, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,====,,,,,=")
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map_row(7, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
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map_row(8, "=,,,====,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
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map_row(9, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
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map_row(10, "=,,,,,,,,,,,,,,,,,,====,,,,,,,,,,,,,,,,=")
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map_row(11, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
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map_row(12, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,====,,,,,,,=")
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map_row(13, "=,,,,,,,,,====,,,,,,,,,,,,,,,,,,,,,,,,,=")
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map_row(14, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
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map_row(15, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,B,,=")
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map_row(16, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
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map_row(17, "========================================")
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Map.size(40, 18)
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Map.row(0, "========================================")
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Map.row(1, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
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Map.row(2, "=,S,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
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Map.row(3, "=,,,,,====,,,,,,,,,,,,,,,====,,,,,,,,,,=")
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Map.row(4, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
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Map.row(5, "=,,,,,,,,,,,,,====,,,,,,,,,,,,,,,,,,,,,=")
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Map.row(6, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,====,,,,,=")
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Map.row(7, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
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Map.row(8, "=,,,====,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
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Map.row(9, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
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Map.row(10, "=,,,,,,,,,,,,,,,,,,====,,,,,,,,,,,,,,,,=")
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Map.row(11, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
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Map.row(12, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,====,,,,,,,=")
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Map.row(13, "=,,,,,,,,,====,,,,,,,,,,,,,,,,,,,,,,,,,=")
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Map.row(14, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
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Map.row(15, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,B,,=")
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Map.row(16, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
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Map.row(17, "========================================")
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return 0
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}
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