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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@ -29,15 +29,15 @@ const SPR_MAGE: int = 9
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const SPR_FLOOR: int = 10
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const SPR_WALL: int = 11
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const R_MODE: int = 0 # 0 field, 1 battle, 2 gameover, 3 victory
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const R_PHASE: int = 1
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const R_CUR: int = 2
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const R_ENC: int = 3
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const R_ETYPE: int = 4 # 0 slime, 1 skeleton, 2 boss
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const R_PDMG: int = 5
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const R_EDMG: int = 6
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const R_GOLD: int = 7
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const R_MAP: int = 8 # 0 overworld, 1 dungeon
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const R_BOSS: int = 9 # boss defeated flag
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const R_ACK: int = 10 # debounce for end screens
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const R_POTION: int = 11 # potions in inventory
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var game_mode: int = 0 # 0 field, 1 battle, 2 gameover, 3 victory
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var turn_phase: int = 0
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var menu_cursor: int = 0
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var encounter: int = 0
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var enemy_type: int = 0 # 0 slime, 1 skeleton, 2 boss
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var player_hit: int = 0
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var enemy_hit: int = 0
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var gold: int = 0
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var world_map: int = 0 # 0 overworld, 1 dungeon
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var boss_down: int = 0 # boss defeated flag
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var ack: int = 0 # debounce for end screens
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var potions: int = 0 # potions in inventory
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