feat(ecs): engine-owned systems auto-tick user components (#43)
Adds the ECS hook issues #43 and #47 named as their real dependency: a system the *engine* owns, inserted into the frame loop over a component a game merely declares and carries — no `handler` wired. - runtime/native/systems.ludic: esys_spriteanim (SpriteAnim frame advance: loop/once/pingpong) and esys_motion (Motion value tween: linear/in/out/ in-out), both on the by-name reflection ABI, integer + deterministic. - backend: emit_engine_systems_for_phase inserts the calls after every user handler in a phase (auto-loop and the drivable tick helpers alike); uses_engine_systems() drives the systems.ludic splice, the world-table force-emit, and makes a component-only game count as a systems game. - A game that declares neither component is byte-for-byte unchanged. Worked example + regression: examples/library/anim_ecs.ludic. Full suite 73 passed, self-host C-free bootstrap fixpoint intact. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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26
LANGUAGE.md
26
LANGUAGE.md
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@ -257,6 +257,32 @@ there is no per-tick array of matched entities. Consequences worth knowing:
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* An entity **spawned during the loop at a higher id is visited in the same
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tick**. Spawn into a later phase if you don't want that.
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### Engine-owned systems
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Some systems are run by the **engine**, not written as a `handler`. A game opts
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in by declaring a well-known component and carrying it on a model; the compiler
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inserts the matching system into the frame loop, so the component is ticked with
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no handler wired. The systems stand on the by-name reflection ABI, so they never
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compile against a fixed layout — a component with the right field names is
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enough, and a game that declares none is byte-for-byte unchanged.
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| Component | Phase | Effect |
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|---|---|---|
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| `SpriteAnim { ticks, fps, frames, mode, frame }` | `Update` | advances `frame` — spritesheet frame animation (`mode` 0 loop, 1 once, 2 ping-pong) |
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| `Motion { ticks, dur, from, to, ease, value, done }` | `Update` | advances `value` — value tween (`ease` 0 linear, 1 in, 2 out, 3 in-out), latches `done` |
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```ludic
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# doc-check: skip — illustrative engine-owned system
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property SpriteAnim { ticks: int = 0, fps: int = 0, frames: int = 0, mode: int = 0, frame: int = 0 }
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model Hero { Pos, SpriteAnim }
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# spawn a walking 6-frame clip at 10 fps; the engine advances SpriteAnim.frame
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spawn Hero { Pos { x: 0, y: 0 } SpriteAnim { fps: 10, frames: 6, mode: 0 } }
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```
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Everything is integer and deterministic (the frame clock ticks at a fixed 60/s),
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so animation and motion reproduce exactly under replay and lockstep netcode. See
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`examples/library/anim_ecs.ludic`.
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## Annotations
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Declarations carry `@annotations` in front of them — `@export`, `@edge`, `@pure`,
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3
changes/engine-systems.md
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3
changes/engine-systems.md
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@ -0,0 +1,3 @@
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bump: minor
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type: feat
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Engine-owned systems over user components (#43) — the ECS hook that runs a system automatically each frame over a component a game merely declares and carries, no `handler` wired. Declaring the well-known `SpriteAnim { ticks, fps, frames, mode, frame }` gives sprite-sheet frame animation (loop / once / ping-pong) that advances `frame` for free; `Motion { ticks, dur, from, to, ease, value, done }` gives value tweening (linear / in / out / in-out) that advances `value`. The systems stand on the reflection ABI, resolving fields by name, so they no-op cleanly when a component or field is absent and cost nothing in a game that declares neither — that build is byte-for-byte unchanged.
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64
examples/library/anim_ecs.ludic
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64
examples/library/anim_ecs.ludic
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@ -0,0 +1,64 @@
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# anim_ecs.ludic — engine-owned systems over user components (#43). A game
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# declares the well-known SpriteAnim / Motion components, carries them on a
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# model, and the engine advances them every frame with NO handler wired by the
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# game. Driving the sim from `entry` (tick_fixed runs the Update phase, where the
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# engine systems live), we sample the auto-advanced fields at known tick counts.
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#
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# bin/ludic examples/library/anim_ecs.ludic
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# A full run prints: 1 5 2 10 0 2 10 1 1
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program AnimEcs {
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# The engine auto-advances `frame` from `ticks` (runtime/native/systems.ludic).
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property SpriteAnim { ticks: int = 0, fps: int = 0, frames: int = 0, mode: int = 0, frame: int = 0 }
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# The engine auto-advances `value` / `done` from `ticks` over `dur`.
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property Motion { ticks: int = 0, dur: int = 0, from: int = 0, to: int = 0, ease: int = 0, value: int = 0, done: int = 0 }
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model Sprite { SpriteAnim }
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model Mover { Motion }
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model Bouncer { SpriteAnim }
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entry {
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# a 4-frame clip at 12 fps, looping: a new cell every 5 ticks (60/12).
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spawn Sprite { SpriteAnim { fps: 12, frames: 4, mode: 0 } }
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# a 4-frame ping-pong clip at 12 fps: 0 1 2 3 2 1 0 1 …
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spawn Bouncer { SpriteAnim { fps: 12, frames: 4, mode: 2 } }
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# a linear 0..10 tween over 10 ticks.
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spawn Mover { Motion { dur: 10, from: 0, to: 10, ease: 0 } }
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let sa = World.prop_id("SpriteAnim")
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let saf = World.field_id(sa, "frame")
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let mo = World.prop_id("Motion")
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let mov = World.field_id(mo, "value")
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let mod = World.field_id(mo, "done")
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let sprite = World.query_next(sa, 0) # lowest id: the Sprite
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let bouncer = World.query_next(sa, sprite + 1) # next SpriteAnim: the Bouncer
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let mover = World.query_next(mo, 0)
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tick_n(5) # ticks = 5
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print(World.get(sprite, sa, saf)) # loop: (5*12/60) % 4 = 1
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print(World.get(mover, mo, mov)) # linear: 5
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tick_n(5) # ticks = 10
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print(World.get(sprite, sa, saf)) # (10*12/60) % 4 = 2
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print(World.get(mover, mo, mov)) # clamped at dur -> 10
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tick_n(10) # ticks = 20
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print(World.get(sprite, sa, saf)) # (20*12/60) % 4 = 0
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print(World.get(bouncer, sa, saf)) # pingpong, elapsed 4, period 6 -> 2
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# the Mover finished: value rests at `to`, done latched.
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print(World.get(mover, mo, mov)) # 10
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print(World.get(mover, mo, mod)) # 1
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tick_n(5) # ticks = 25
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print(World.get(bouncer, sa, saf)) # pingpong, elapsed 5, 6-5 = 1
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quit()
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}
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# run the Update phase n times; the engine systems advance one tick each call.
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function tick_n(n: int) -> void {
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var i = 0
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while i < n { tick_fixed(); i = i + 1 }
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}
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}
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136
runtime/native/systems.ludic
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136
runtime/native/systems.ludic
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@ -0,0 +1,136 @@
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# ============================================================================
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# systems.ludic — engine-owned systems that run automatically over user
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# components, each frame, without the game wiring a handler.
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#
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# This is the ECS hook issues #43 and #47 named as their real dependency: until
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# now every system was a `handler` the game wrote. These `esys_*` functions are
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# systems the *engine* owns — the compiler splices this file and inserts a call
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# to each one at the right phase of the frame loop (see emit_engine_systems_for_
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# phase in emit_game.ludic), so a component the game merely *declares and carries*
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# is ticked for free.
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#
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# They stand entirely on the reflection ABI (World.prop_id / field_id / get /
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# set / query_next — the same by-name world table a mod reads), so they never
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# compile against a fixed field layout: a system resolves its fields by name and
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# no-ops cleanly when the component (or a field) is absent. Everything is integer
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# and deterministic — the frame clock ticks at a fixed 60/s — so replays and
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# lockstep netcode reproduce animation and motion exactly.
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#
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# The opt-in is declaring the well-known component. A game that wants sprite
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# animation declares `property SpriteAnim { ticks, fps, frames, mode, frame }`
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# and puts it on a model; the engine advances `frame` every tick. No component,
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# no system emitted — a game without them is byte-for-byte unchanged.
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# ============================================================================
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# floor of a/b for non-negative a (the frame clock only ever counts up).
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function esys_div(a: int, b: int) -> int {
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if b <= 0 { return 0 }
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return a / b
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}
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# ---- SpriteAnim: spritesheet frame advance (#43) ---------------------------
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# Component contract — `property SpriteAnim { ticks: int, fps: int, frames: int,
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# mode: int, frame: int }`:
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# ticks engine frames elapsed since the clip started (the engine advances it)
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# fps playback rate in frames per second
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# frames number of cells in the clip
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# mode 0 = loop, 1 = once (clamp on last), 2 = pingpong (bounce)
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# frame OUTPUT: the cell index to draw this frame
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# elapsed = ticks * fps / 60 whole animation frames; `mode` maps that back into
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# 0..frames-1. Pure integer, so the same tick count always yields the same cell.
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function esys_spriteanim() -> void {
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let p = World.prop_id("SpriteAnim")
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if p < 0 { return }
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let f_ticks = World.field_id(p, "ticks")
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let f_fps = World.field_id(p, "fps")
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let f_frames = World.field_id(p, "frames")
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let f_mode = World.field_id(p, "mode")
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let f_frame = World.field_id(p, "frame")
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if f_ticks < 0 { return }
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if f_frame < 0 { return }
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var e = World.query_next(p, 0)
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while e >= 0 {
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let ticks = World.get(e, p, f_ticks) + 1
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World.set(e, p, f_ticks, ticks)
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let fps = World.get(e, p, f_fps)
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var frames = World.get(e, p, f_frames)
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let mode = World.get(e, p, f_mode)
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if frames < 1 { frames = 1 }
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let elapsed = esys_div(ticks * fps, 60) # whole animation frames elapsed
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var fr = 0
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if mode == 1 { # once: clamp on the last frame
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fr = elapsed
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if fr > frames - 1 { fr = frames - 1 }
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} else {
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if mode == 2 { # pingpong: bounce 0..frames-1..0
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let period = max(1, frames * 2 - 2)
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let m = elapsed % period
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if m < frames { fr = m } else { fr = period - m }
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} else { # loop (mode 0 / default)
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fr = elapsed % frames
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}
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}
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World.set(e, p, f_frame, fr)
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e = World.query_next(p, e + 1)
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}
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}
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# ---- Motion: value tween advance (#43) -------------------------------------
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# Component contract — `property Motion { ticks: int, dur: int, from: int,
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# to: int, ease: int, value: int, done: int }`:
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# ticks engine frames elapsed since the tween started (engine advances it)
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# dur duration in engine frames (ticks); dur <= 0 snaps straight to `to`
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# from,to the interpolation endpoints (integer game units — position, alpha…)
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# ease 0 = linear, 1 = in (t^2), 2 = out, 3 = in-out
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# value OUTPUT: the interpolated value this frame
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# done OUTPUT: 1 once ticks has reached dur, else 0
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# progress is carried in 0..1024 so easing curves are exact in integer math.
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function esys_motion_ease(t: int, ease: int) -> int {
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if ease == 1 { return t * t / 1024 } # ease-in: t^2
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if ease == 2 { # ease-out: 1-(1-t)^2
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let u = 1024 - t
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return 1024 - (u * u / 1024)
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}
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if ease == 3 { # ease-in-out
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if t < 512 { return (t * t / 1024) * 2 }
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let u = 1024 - t
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return 1024 - (u * u / 1024) * 2
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}
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return t # linear
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}
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function esys_motion() -> void {
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let p = World.prop_id("Motion")
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if p < 0 { return }
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let f_ticks = World.field_id(p, "ticks")
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let f_dur = World.field_id(p, "dur")
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let f_from = World.field_id(p, "from")
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let f_to = World.field_id(p, "to")
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let f_ease = World.field_id(p, "ease")
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let f_value = World.field_id(p, "value")
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let f_done = World.field_id(p, "done")
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if f_ticks < 0 { return }
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if f_value < 0 { return }
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var e = World.query_next(p, 0)
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while e >= 0 {
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let dur = World.get(e, p, f_dur)
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var ticks = World.get(e, p, f_ticks) + 1
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if ticks > dur { ticks = dur } # clamp so `value` rests at `to`
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World.set(e, p, f_ticks, ticks)
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let from = World.get(e, p, f_from)
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let to = World.get(e, p, f_to)
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let ease = World.get(e, p, f_ease)
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var t = 1024
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if dur > 0 { t = esys_div(ticks * 1024, dur) }
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if t > 1024 { t = 1024 }
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let te = esys_motion_ease(t, ease)
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let value = from + (to - from) * te / 1024
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World.set(e, p, f_value, value)
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if f_done >= 0 {
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var d = 0
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if ticks >= dur { d = 1 }
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World.set(e, p, f_done, d)
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}
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e = World.query_next(p, e + 1)
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}
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}
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@ -160,7 +160,7 @@ function emit_program() -> void {
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i = i + 1
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}
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if len(g_events) > 0 { emit_event_fns() } # EV0: @ev_<E> event-dispatch functions
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if has_ecs() and (len(g_events) > 0 or g_uses_query or g_uses_reflect) { emit_world_table() } # EV2/EV8: the mod reflection ABI (also powers Query.* / Reflect.*)
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if has_ecs() and (len(g_events) > 0 or g_uses_query or g_uses_reflect or g_uses_esys) { emit_world_table() } # EV2/EV8: the mod reflection ABI (also powers Query.* / Reflect.* / engine systems)
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if has_ecs() { emit_ecs_allocator(); emit_snapshot() }
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if has_ecs() { emit_net() } # N2/N3: @Sync serializers + @Owned storage (gated internally)
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if has_ui() { emit_ui_build() }
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@ -8,6 +8,10 @@ const MAX_ENT: int = 1024
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function has_systems() -> bool {
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var i = 0
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while i < len(prog) { if prog[i].kind == N_SYS { return true }; i = i + 1 }
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# a game with no hand-written handler but a well-known engine component still
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# runs a frame loop — the engine owns the system that ticks that component
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# (#43/#47). Treat it as a systems game so the loop / tick helpers are emitted.
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if uses_engine_systems() { return true }
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return false
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}
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function has_models() -> bool {
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@ -15,6 +19,19 @@ function has_models() -> bool {
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while i < len(prog) { if prog[i].kind == N_ARCH { return true }; i = i + 1 }
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return false
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}
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# does the program declare a well-known engine component? Each one is auto-ticked
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# by an engine-owned system (systems.ludic, wired in emit_engine_systems_for_
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# phase). Answering this drives the systems.ludic splice (parse.ludic) and the
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# reflection-ABI force-emit (emit_decl) — a game with none is byte-for-byte the
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# same as before the feature existed. Keep this list in sync with the phase table
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# in emit_engine_systems_for_phase.
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function uses_engine_systems() -> bool {
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if find_comp("SpriteAnim") != null { return true }
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if find_comp("Motion") != null { return true }
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if find_comp("Light2D") != null { return true }
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if find_comp("Occluder") != null { return true }
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return false
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}
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# N5: does the program have an `entry` block? A game with both handlers and an
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# `entry` drives its own loop (calling tick_fixed/tick_render), instead of the
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# compiler's auto frame loop. A game with handlers and no entry uses the auto-loop.
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@ -46,10 +46,33 @@ function emit_call_one(d: Node) -> void {
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emit(" br label %"); emit(skip); emit("\n"); emit(skip); emit(":\n")
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}
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# Engine-owned systems (#43/#47): systems the compiler injects into the frame
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# loop over a component the game merely declares and carries — the ECS hook the
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# animation and lighting follow-ups both stand on. Each entry is (component,
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# runtime fn, phase); the call is emitted only when the game declares that
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# component (so systems.ludic was spliced and the fn exists). They run *after*
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# the game's own handlers for the phase, so gameplay this frame is already
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# settled when the engine advances animation / accumulates light. Keep the
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# component list in sync with uses_engine_systems (emit_ecs.ludic).
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function emit_one_engine_system(comp: pointer, fn: pointer) -> void {
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if (find_comp(comp) != null) and (find_fn(fn) != null) {
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emit(" call void @fn_"); emit(fn); emit("()\n")
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}
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}
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function emit_engine_systems_for_phase(phase: pointer) -> void {
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if (phase == "Update") {
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emit_one_engine_system("SpriteAnim", "esys_spriteanim")
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emit_one_engine_system("Motion", "esys_motion")
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}
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if (phase == "Render") {
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emit_one_engine_system("Light2D", "esys_light2d")
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}
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}
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# Global handlers run first, then the active scene's layer handlers in
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# declaration (draw) order. The active scene is snapshotted once per phase, so a
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# `become` mid-phase takes effect at the next phase boundary — exactly one scene
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# is active within any single phase.
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# is active within any single phase. Engine-owned systems for the phase run last.
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function emit_calls_for_phase(phase: pointer) -> void {
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var i = 0
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while i < len(prog) {
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@ -61,21 +84,23 @@ function emit_calls_for_phase(phase: pointer) -> void {
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var has_sc = false
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i = 0
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while i < len(prog) { let d = prog[i]; if d.kind == N_SYS and (d.ty == phase) and (d.c != null) { has_sc = true }; i = i + 1 }
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if not has_sc { return }
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let cs = emit_bind("load i32, ptr @L_scene")
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i = 0
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while i < len(prog) {
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let d = prog[i]
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if d.kind == N_SYS and (d.ty == phase) and (d.c != null) {
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let ce = emit_bind(`icmp eq i32 {cs}, {itoa(d.c.ival)}`)
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let run = lbl("scrun"); let skip = lbl("scskip")
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emit(" br i1 "); emit(ce); emit(", label %"); emit(run); emit(", label %"); emit(skip); emit("\n")
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emit(run); emit(":\n")
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emit_call_one(d)
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emit(" br label %"); emit(skip); emit("\n"); emit(skip); emit(":\n")
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if has_sc {
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let cs = emit_bind("load i32, ptr @L_scene")
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i = 0
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while i < len(prog) {
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let d = prog[i]
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if d.kind == N_SYS and (d.ty == phase) and (d.c != null) {
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||||
let ce = emit_bind(`icmp eq i32 {cs}, {itoa(d.c.ival)}`)
|
||||
let run = lbl("scrun"); let skip = lbl("scskip")
|
||||
emit(" br i1 "); emit(ce); emit(", label %"); emit(run); emit(", label %"); emit(skip); emit("\n")
|
||||
emit(run); emit(":\n")
|
||||
emit_call_one(d)
|
||||
emit(" br label %"); emit(skip); emit("\n"); emit(skip); emit(":\n")
|
||||
}
|
||||
i = i + 1
|
||||
}
|
||||
i = i + 1
|
||||
}
|
||||
emit_engine_systems_for_phase(phase) # engine-owned systems run after every user handler
|
||||
}
|
||||
|
||||
# on enter / on exit compile to void functions @scene_enter_<Name> /
|
||||
|
|
|
|||
|
|
@ -407,6 +407,7 @@ var g_uses_reflect: bool = false # a program mentioned Reflect.* -> force-emit
|
|||
var g_uses_light: bool = false # a program mentioned Light.* -> splice the 2D light pass
|
||||
var g_uses_value: bool = false # Value.*/Json.*/Reflect.serialize -> splice the value tree + JSON (#44)
|
||||
var g_uses_reflect_io: bool = false # Reflect.serialize/apply -> splice the reflection serializer
|
||||
var g_uses_esys: bool = false # an engine-owned system component (SpriteAnim/Motion/Light2D) is declared -> splice systems.ludic + force the reflection ABI
|
||||
|
||||
function already_loaded(full: pointer) -> bool {
|
||||
var i = 0
|
||||
|
|
@ -603,6 +604,18 @@ function maybe_splice_runtime() -> void {
|
|||
do_import("runtime/native/reflect_io.ludic")
|
||||
cur_dir = saved
|
||||
}
|
||||
# engine-owned systems (#43/#47): a game that declares a well-known engine
|
||||
# component (SpriteAnim / Motion / Light2D / Occluder) gets systems.ludic
|
||||
# spliced, and the compiler inserts a call to each esys_* at its frame phase
|
||||
# (emit_engine_systems_for_phase). The systems read/write components through the
|
||||
# reflection ABI, so g_uses_esys also force-emits the world table (emit_decl).
|
||||
# Light2D/Occluder additionally consume the 2D light pass, so pull it in too.
|
||||
if uses_engine_systems() {
|
||||
g_uses_esys = true
|
||||
cur_dir = ""
|
||||
do_import("runtime/native/systems.ludic")
|
||||
cur_dir = saved
|
||||
}
|
||||
}
|
||||
|
||||
function parse_program() -> void {
|
||||
|
|
@ -623,6 +636,7 @@ function parse_program() -> void {
|
|||
g_uses_regex = false
|
||||
g_uses_query = false
|
||||
g_uses_reflect = false
|
||||
g_uses_esys = false
|
||||
g_uses_light = false
|
||||
g_uses_value = false
|
||||
g_uses_reflect_io = false
|
||||
|
|
|
|||
29447
selfhost/ludicc.seed.ll
29447
selfhost/ludicc.seed.ll
File diff suppressed because it is too large
Load diff
|
|
@ -242,6 +242,11 @@ function cmd_test() -> int {
|
|||
net_case("ecs/world_mixed", "99")
|
||||
net_case("ecs/world_query", "2 110")
|
||||
|
||||
# #43: engine-owned systems auto-advance the SpriteAnim / Motion components a
|
||||
# game merely declares and carries — no handler wired. Entry-driven so it can
|
||||
# assert the auto-advanced fields at known tick counts.
|
||||
net_case("library/anim_ecs", "1 5 2 10 0 2 10 1 1")
|
||||
|
||||
feat_case("events/recurse", "", "16", "recurse.ludic (EV6: re-entrant emit is depth-bounded, no runaway cycle)")
|
||||
net_case("events/scoped", "2")
|
||||
net_case("ecs/world_dyn", "0 1 30 100 1 30")
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue