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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@ -48,9 +48,22 @@ fn ptype() -> ptr {
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# ---- expressions -----------------------------------------------------------
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fn expr() -> Node { return p_or() }
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# Call arguments. Each argument is either positional (`expr`) or named
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# (`name: expr`) — a named argument is an identifier immediately followed by a
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# colon, which is unambiguous inside a call. Named args are stored as E_FINIT
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# (s=label, a=value) and reordered to the callee's parameter order at emit time.
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fn args_call(call: Node) -> void {
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eat_op("("); skipnl()
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while not is_op(")") { push(call.kids, expr()); skipnl(); if is_op(",") { pi = pi + 1; skipnl() } }
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while not is_op(")") {
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let t = toks[pi]
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let nx = toks[pi + 1]
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if t.kind == TK_ID and nx.kind == TK_OP and (nx.text == ":") {
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let fi = node(E_FINIT); fi.s = eat_id(); eat_op(":"); skipnl(); fi.a = expr(); push(call.kids, fi)
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} else {
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push(call.kids, expr())
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}
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skipnl(); if is_op(",") { pi = pi + 1; skipnl() }
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}
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eat_op(")")
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}
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