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>
This commit is contained in:
Orkun ÇAKILKAYA 2026-08-29 16:05:55 +03:00
parent 9e4837428c
commit a3a1e4d160
14 changed files with 11784 additions and 7493 deletions

View file

@ -12,7 +12,7 @@ fn tile_sprite(c: int) -> int {
return SPR_GRASS
}
fn walkable(x: int, y: int) -> bool {
let c = tile(x, y)
let c = Map.tile(x, y)
return c == '.' or c == 'D' or c == 'r' or c == ',' or c == 'S' or c == 'B' or c == 'h'
}
fn is_confirm(k: int) -> bool { return k == 32 or k == 10 or k == 13 }
@ -23,47 +23,47 @@ fn enemy_name(et: int) -> str {
}
fn build_field(x: int) -> int {
map_size(40, 18)
map_row(0, "########################################")
map_row(1, "#......................................#")
map_row(2, "#...TT.........................TT.....D#")
map_row(3, "#..TT.......................TT.........#")
map_row(4, "#..T.........................T.........#")
map_row(5, "#....................................T.#")
map_row(6, "#.....TT....................TT.......T.#")
map_row(7, "#....TT.....................T..........#")
map_row(8, "#...........rrrrrrrr........HH.........#")
map_row(9, "#..........r........r.......HH.........#")
map_row(10, "#......TT...r........rrrrrrrrhr......T.#")
map_row(11, "#.....TT...r.................r.......T.#")
map_row(12, "#..........r.......TT.......r..........#")
map_row(13, "#..........rrrrrrrrrrrrrrrrr.........T.#")
map_row(14, "#.........TT.........................T.#")
map_row(15, "#........TT..........................T.#")
map_row(16, "#....................................T.#")
map_row(17, "########################################")
Map.size(40, 18)
Map.row(0, "########################################")
Map.row(1, "#......................................#")
Map.row(2, "#...TT.........................TT.....D#")
Map.row(3, "#..TT.......................TT.........#")
Map.row(4, "#..T.........................T.........#")
Map.row(5, "#....................................T.#")
Map.row(6, "#.....TT....................TT.......T.#")
Map.row(7, "#....TT.....................T..........#")
Map.row(8, "#...........rrrrrrrr........HH.........#")
Map.row(9, "#..........r........r.......HH.........#")
Map.row(10, "#......TT...r........rrrrrrrrhr......T.#")
Map.row(11, "#.....TT...r.................r.......T.#")
Map.row(12, "#..........r.......TT.......r..........#")
Map.row(13, "#..........rrrrrrrrrrrrrrrrr.........T.#")
Map.row(14, "#.........TT.........................T.#")
Map.row(15, "#........TT..........................T.#")
Map.row(16, "#....................................T.#")
Map.row(17, "########################################")
return 0
}
fn build_dungeon(x: int) -> int {
map_size(40, 18)
map_row(0, "========================================")
map_row(1, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
map_row(2, "=,S,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
map_row(3, "=,,,,,====,,,,,,,,,,,,,,,====,,,,,,,,,,=")
map_row(4, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
map_row(5, "=,,,,,,,,,,,,,====,,,,,,,,,,,,,,,,,,,,,=")
map_row(6, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,====,,,,,=")
map_row(7, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
map_row(8, "=,,,====,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
map_row(9, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
map_row(10, "=,,,,,,,,,,,,,,,,,,====,,,,,,,,,,,,,,,,=")
map_row(11, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
map_row(12, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,====,,,,,,,=")
map_row(13, "=,,,,,,,,,====,,,,,,,,,,,,,,,,,,,,,,,,,=")
map_row(14, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
map_row(15, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,B,,=")
map_row(16, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
map_row(17, "========================================")
Map.size(40, 18)
Map.row(0, "========================================")
Map.row(1, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
Map.row(2, "=,S,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
Map.row(3, "=,,,,,====,,,,,,,,,,,,,,,====,,,,,,,,,,=")
Map.row(4, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
Map.row(5, "=,,,,,,,,,,,,,====,,,,,,,,,,,,,,,,,,,,,=")
Map.row(6, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,====,,,,,=")
Map.row(7, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
Map.row(8, "=,,,====,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
Map.row(9, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
Map.row(10, "=,,,,,,,,,,,,,,,,,,====,,,,,,,,,,,,,,,,=")
Map.row(11, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
Map.row(12, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,====,,,,,,,=")
Map.row(13, "=,,,,,,,,,====,,,,,,,,,,,,,,,,,,,,,,,,,=")
Map.row(14, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
Map.row(15, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,B,,=")
Map.row(16, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
Map.row(17, "========================================")
return 0
}