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>
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79 changed files with 481 additions and 355 deletions
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@ -40,18 +40,20 @@ A tagged `match` must be **exhaustive**: it either handles every variant or ends
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program BattleMenu {
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enum Action { Attack, Guard, Item, Flee }
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var current_action: int = Action.Attack
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handler ChooseAction phase Input {
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let pressed = Input.key()
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if pressed == 'a' { current_action = Action.Attack }
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if pressed == 'g' { current_action = Action.Guard }
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if pressed == 'f' { current_action = Action.Flee }
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state BattleMenuState {
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current_action: int = Action.Attack
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}
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handler DrawWorld phase Render {
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handler ChooseAction(battle_menu_st: mut BattleMenuState) phase Input {
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let pressed = Input.key()
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if pressed == 'a' { battle_menu_st.current_action = Action.Attack }
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if pressed == 'g' { battle_menu_st.current_action = Action.Guard }
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if pressed == 'f' { battle_menu_st.current_action = Action.Flee }
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}
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handler DrawWorld(battle_menu_st: BattleMenuState) phase Render {
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Screen.clear(Color.MidnightBlue)
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match current_action {
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match battle_menu_st.current_action {
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Action.Attack => Screen.draw_text(x: 8, y: 8, text: "ATTACK", color: Color.Crimson, scale: 2)
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Action.Guard => Screen.draw_text(x: 8, y: 8, text: "GUARD", color: Color.White, scale: 2)
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_ => Screen.draw_text(x: 8, y: 8, text: "FLEE", color: Color.Gold, scale: 2)
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@ -16,7 +16,7 @@ program SpaceDrift {
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property Position { column: int = 0, row: int = 0 }
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model Player { Position }
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var score: int = 0
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let score: int = 0
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handler Boot phase Start {
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spawn Hero { Position { column: 10, row: 8 } }
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@ -9,22 +9,24 @@ tip: Declare a retained widget tree as data; the engine lays it out and draws it
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order: 50
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---
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A <code>ui</code> block declares a <b>retained</b> widget tree as data — panels, labels and buttons — and hands layout, drawing and keyboard focus to the engine, so you describe the interface once instead of repainting it every frame. Widget types are `panel` (a container with optional skin/background/border), `col`/`row` (pure stacks), `label`, `button` (focusable), `image` and `spacer`, and their props are evaluated at build time, so `font: title_font` reads a value the program set first. Each `id: Name` mints a `UI_Name` handle you drive from handlers: call `Ui.build()` then `Ui.open(UI_MainMenu)` at start, `Ui.tick(Input.key())` each update to move focus and activate, and `Ui.clicked(UI_Name)` to react. Draw it during `Render` with `Ui.render()` between `Screen.clear` and `Screen.show()`.
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A <code>ui</code> block declares a <b>retained</b> widget tree as data — panels, labels and buttons — and hands layout, drawing and keyboard focus to the engine, so you describe the interface once instead of repainting it every frame. Widget types are `panel` (a container with optional skin/background/border), `col`/`row` (pure stacks), `label`, `button` (focusable), `image` and `spacer`, and their props are evaluated at build time, so `font: TitleScreenState.title_font` reads a value the program set first (a `ui` block names a state's one instance by the state's name). Each `id: Name` mints a `UI_Name` handle you drive from handlers: call `Ui.build()` then `Ui.open(UI_MainMenu)` at start, `Ui.tick(Input.key())` each update to move focus and activate, and `Ui.clicked(UI_Name)` to react. Draw it during `Render` with `Ui.render()` between `Screen.clear` and `Screen.show()`.
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```ludic
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program TitleScreen {
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var title_font: int = 0
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state TitleScreenState {
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title_font: int = 0
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}
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ui MainMenu {
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panel id: Root w: 288 pad: 16 gap: 6 bg: 0x1a1a2c align: center {
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label text: "CHRONO RIFT" font: title_font size: 26 fg: 0xffe060 align: center
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button id: NewGame text: "New Game" font: title_font size: 16 w: 236
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button id: Quit text: "Quit" font: title_font size: 16 w: 236
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label text: "CHRONO RIFT" font: TitleScreenState.title_font size: 26 fg: 0xffe060 align: center
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button id: NewGame text: "New Game" font: TitleScreenState.title_font size: 16 w: 236
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button id: Quit text: "Quit" font: TitleScreenState.title_font size: 16 w: 236
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}
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}
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handler Boot phase Start {
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title_font = Font.load("/System/Library/Fonts/Supplemental/Arial.ttf")
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handler Boot(title_screen_st: mut TitleScreenState) phase Start {
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title_screen_st.title_font = Font.load("/System/Library/Fonts/Supplemental/Arial.ttf")
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Ui.build()
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Ui.open(UI_MainMenu)
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}
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@ -13,18 +13,20 @@ A <code>var</code> declares a <b>mutable</b> binding: unlike `let`, you may reas
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```ludic
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program Scorekeeper {
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var score: int = 0
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var elapsed_frames: int = 0
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handler Tick phase Update {
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elapsed_frames = elapsed_frames + 1
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if elapsed_frames % 60 == 0 { score = score + 1 }
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state ScorekeeperState {
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score: int = 0
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elapsed_frames: int = 0
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}
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handler DrawWorld phase Render {
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handler Tick(scorekeeper_st: mut ScorekeeperState) phase Update {
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scorekeeper_st.elapsed_frames = scorekeeper_st.elapsed_frames + 1
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if scorekeeper_st.elapsed_frames % 60 == 0 { scorekeeper_st.score = scorekeeper_st.score + 1 }
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}
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handler DrawWorld(scorekeeper_st: ScorekeeperState) phase Render {
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Screen.clear(Color.MidnightBlue)
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Screen.draw_text(x: 6, y: 4, text: "SCORE", color: Color.White, scale: 1)
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Screen.draw_number(x: 52, y: 4, value: score, color: Color.Gold, scale: 1)
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Screen.draw_number(x: 52, y: 4, value: scorekeeper_st.score, color: Color.Gold, scale: 1)
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Screen.show()
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}
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}
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