docs(0.S): the doc fences migrated by ludic migrate state; LANGUAGE.md's state section says what the tool and the checker do now; no module-level var left in the docs

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-25 15:37:29 +03:00
parent 19fcf60599
commit a476ec7976
79 changed files with 481 additions and 355 deletions

View file

@ -16,11 +16,13 @@ program EnterHookExample {
property Position { column: int = 0, row: int = 0 }
model Player { Position }
var score: int = 0
state EnterHookExampleState {
score: int = 0
}
scene Overworld start {
on enter {
score = 0
on enter (enter_hook_example_st: mut EnterHookExampleState) {
enter_hook_example_st.score = 0
spawn Player { Position { column: 5, row: 5 } }
}
layer World {

View file

@ -16,7 +16,7 @@ program LayerExample {
property Position { column: int = 0, row: int = 0 }
model Player { Position }
var score: int = 0
let score: int = 0
scene Overworld start {
on enter { spawn Player { Position { column: 6, row: 6 } } }

View file

@ -16,7 +16,9 @@ program SceneHookExample {
property Position { column: int = 0, row: int = 0 }
model Enemy { Position }
var elapsed_frames: int = 0
state SceneHookExampleState {
elapsed_frames: int = 0
}
scene Overworld start {
layer World {
@ -31,8 +33,8 @@ program SceneHookExample {
}
scene Battle {
on enter {
elapsed_frames = 0
on enter (scene_hook_example_st: mut SceneHookExampleState) {
scene_hook_example_st.elapsed_frames = 0
spawn Enemy { Position { column: 8, row: 4 } }
}
on exit {

View file

@ -13,13 +13,15 @@ A `scene` is one of the mutually-exclusive states a game moves between — a tit
```ludic
program SceneExample {
var elapsed_frames: int = 0
state SceneExampleState {
elapsed_frames: int = 0
}
scene Title start {
on enter { elapsed_frames = 0 }
on enter (scene_example_st: mut SceneExampleState) { scene_example_st.elapsed_frames = 0 }
layer Main {
handler WaitForStart phase Update {
elapsed_frames = elapsed_frames + 1
handler WaitForStart(scene_example_st: mut SceneExampleState) phase Update {
scene_example_st.elapsed_frames = scene_example_st.elapsed_frames + 1
if Input.key() != 0 { become Overworld }
}
handler DrawTitle phase Render {
@ -31,7 +33,7 @@ program SceneExample {
}
scene Overworld {
on enter { elapsed_frames = 0 }
on enter (scene_example_st: mut SceneExampleState) { scene_example_st.elapsed_frames = 0 }
layer World {
handler DrawWorld phase Render {
Screen.clear(Color.MidnightBlue)