Phase 6e: unify builtin naming (loaders domain-first, set_reg)
Fixed the naming inconsistencies the cohesion audit flagged, converging on the domain-first style the bulk of the surface already uses (ui_*, text_*, rng_*, font_load, image_load): - load_png -> png_load (asset loaders were split: font_load/image_load - load_sprites -> sprites_load were domain-first, load_* were verb-first) - setreg -> set_reg (missing underscore vs ui_set_int/ui_set_text) Game builtins resolve to their `rt_` runtime function, so the renames are in runtime/native (rt_png_load, rt_sprites_load, rt_set_reg) plus the ~100 example call sites; `become` lowering in emit_machine now emits @fn_rt_set_reg. Purely a surface rename — every renamed call maps to the same runtime symbol, so behavior and golden renders are byte-identical. Vocabulary + docs updated (ludic_syntax.h, grammar, LudicTokens.kt, LANGUAGE.md, README, SYNTAX-REDESIGN). Reseeded; C-free fixpoint holds; goldens identical; 17/17; vocab clean. Left as-is: os_argc/os_arg (compiler-internal intrinsics, already namespaced and consistent with each other; renaming would need a bootstrap dance for little gain). reg/set_reg keep the getter-bare/setter-set_ shape ui_focused/ui_set_int already use. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
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16 changed files with 122 additions and 122 deletions
12
LANGUAGE.md
12
LANGUAGE.md
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@ -121,7 +121,7 @@ handlers:
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```ludic
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handler Boot phase Start {
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setreg(R_FONT, font_load("…Arial.ttf"))
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set_reg(R_FONT, font_load("…Arial.ttf"))
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ui_build() # construct the tree (loads skins/images)
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ui_open(UI_MainMenu) # make it active, focus the first button
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}
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@ -519,7 +519,7 @@ machine R_PHASE {
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States **number themselves by declaration order** (`KnightMenu` is `0`,
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`KnightResolve` is `1`, …) — no magic constants. (An explicit `state Name = expr`
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is still accepted when a state needs a specific value.) A `machine <reg>` reads
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`reg(<reg>)` to pick the state; `become Name` compiles to `setreg(<reg>, <Name's
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`reg(<reg>)` to pick the state; `become Name` compiles to `set_reg(<reg>, <Name's
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value>)`. Both lower to plain branches (and `match` runs on the native LLVM
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backend too).
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@ -538,7 +538,7 @@ if reg(R_MODE) == Mode.Battle { … }
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A variant is a **compile-time `int`** accessed as `Enum.Variant` (`Action.Guard`
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is `1`), numbered from `0` by declaration order, so it works anywhere an int does
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— `match` patterns, comparisons, `setreg`. Enums are a naming layer over `int`:
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— `match` patterns, comparisons, `set_reg`. Enums are a naming layer over `int`:
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there is no distinct enum runtime type yet, so an enum value lives in an ordinary
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`int` or register (and is saved with it). See `examples/chronorift/combat.ludic`,
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whose battle menus dispatch on `KnightAct`/`MageAct` instead of `0..3`.
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@ -571,9 +571,9 @@ ints (`0xff8800`).
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# UI ui_build() ui_open(id) ui_tick(key) ui_render()
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# ui_clicked(id)->bool ui_set_text(id,str) ui_set_int(id,n)
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# ui_focus(id) ui_focused()->int ui_visible(id,bool)
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# assets load_png(path)->id (decodes a PNG; returns a 16x16 sprite id)
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# assets png_load(path)->id (decodes a PNG; returns a 16x16 sprite id)
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# input key()->int (current frame's key code, 0 if none)
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# state reg(i)->int setreg(i,v) (64 integer resources shared by handlers)
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# state reg(i)->int set_reg(i,v) (64 integer resources shared by handlers)
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# entity self()->entity
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# save save() load()->bool (binary snapshot of the whole ECS World)
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# control quit() print_int(i)
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@ -670,7 +670,7 @@ self-hosting; their lowerings are in
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> `layer`, and the `on enter` / `on exit` hooks are a design target: the
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> compiler has no `scene` declaration and [`examples/scenes.ludic`](examples/scenes.ludic)
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> does not compile today. Games
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> that need mutually-exclusive states use a mode register (`reg`/`setreg`) with a
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> that need mutually-exclusive states use a mode register (`reg`/`set_reg`) with a
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> `machine`, as `examples/chronorift` does. This section describes the intended
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> syntax for when scene support lands.
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@ -167,7 +167,7 @@ Controls:
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- [x] Cross-compilation to ELF (x86-64, aarch64) and Windows COFF
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- [x] ECS runtime (properties, systems, phases, queries, entity pooling)
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- [x] Windowed 2D rendering (Cocoa driven from LLVM IR) + headless PPM verification
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- [x] CC0 Kenney PNG sprites (`load_png`, decoder written in Ludic) + scrolling camera
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- [x] CC0 Kenney PNG sprites (`png_load`, decoder written in Ludic) + scrolling camera
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- [x] Overworld: tilemap, movement, collision
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- [x] Random encounters + turn-based battle (HP/MP, seeded-RNG damage)
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- [x] Party + **local co-op** (P1 Knight, P2 Mage, per-player turns)
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@ -52,7 +52,7 @@ Verified against the self-hosted compiler ([selfhost/parse.ludic](selfhost/parse
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12. Three overlapping control families — `if`/`when`, `match`, `machine`/`become`
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— and `enter` reuses `become`'s AST node ([parse.ludic:176-177](selfhost/parse.ludic)). *(Phase 4: `if`/`when` kept by choice; magic-int dispatch resolved)*
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13. Typed components/structs exist, but real state lives in 64 untyped int
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registers (`reg`/`setreg`), so `machine`/`match` dispatch on magic numbers. *(✅ Phase 4: auto-numbered states + `enum` name the values)*
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registers (`reg`/`set_reg`), so `machine`/`match` dispatch on magic numbers. *(✅ Phase 4: auto-numbered states + `enum` name the values)*
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---
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@ -19,32 +19,32 @@ handler Battle phase Update {
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if pt.slot == 0 {
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if st.hp <= 0 {
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become MageMenu
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setreg(R_CUR, 0)
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set_reg(R_CUR, 0)
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} else {
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if k == 'w' { setreg(R_CUR, max(0, reg(R_CUR) - 1)) }
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if k == 's' { setreg(R_CUR, min(3, reg(R_CUR) + 1)) }
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if k == 'w' { set_reg(R_CUR, max(0, reg(R_CUR) - 1)) }
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if k == 's' { set_reg(R_CUR, min(3, reg(R_CUR) + 1)) }
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if is_confirm(k) {
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match reg(R_CUR) {
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KnightAct.Attack => {
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let d = max(1, st.atk - e.def + rng_range(0, 4))
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e.hp = e.hp - d
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setreg(R_PDMG, d)
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set_reg(R_PDMG, d)
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}
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KnightAct.Guard => { st.guard = 1; setreg(R_PDMG, 0) }
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KnightAct.Guard => { st.guard = 1; set_reg(R_PDMG, 0) }
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KnightAct.Item => {
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if reg(R_POTION) > 0 {
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setreg(R_POTION, reg(R_POTION) - 1)
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set_reg(R_POTION, reg(R_POTION) - 1)
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st.hp = min(st.maxhp, st.hp + 24)
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setreg(R_PDMG, 24)
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} else { setreg(R_PDMG, 0) }
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set_reg(R_PDMG, 24)
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} else { set_reg(R_PDMG, 0) }
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}
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KnightAct.Flee => {
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if rng_chance(50) { e.hp = 0; setreg(R_MODE, 0) }
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else { setreg(R_PDMG, 0) }
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if rng_chance(50) { e.hp = 0; set_reg(R_MODE, 0) }
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else { set_reg(R_PDMG, 0) }
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}
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}
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become KnightResolve
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setreg(R_CUR, 0)
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set_reg(R_CUR, 0)
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}
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}
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}
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@ -55,13 +55,13 @@ handler Battle phase Update {
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if k != 0 {
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if e.hp <= 0 {
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grant_xp(e.xp)
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setreg(R_GOLD, reg(R_GOLD) + e.xp)
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if reg(R_ETYPE) == 2 { setreg(R_BOSS, 1); setreg(R_MODE, 3); setreg(R_ACK, 0) }
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else { setreg(R_MODE, 0) }
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set_reg(R_GOLD, reg(R_GOLD) + e.xp)
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if reg(R_ETYPE) == 2 { set_reg(R_BOSS, 1); set_reg(R_MODE, 3); set_reg(R_ACK, 0) }
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else { set_reg(R_MODE, 0) }
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become KnightMenu
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} else {
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become MageMenu
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setreg(R_CUR, 0)
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set_reg(R_CUR, 0)
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}
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}
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}
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@ -72,14 +72,14 @@ handler Battle phase Update {
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if st.hp <= 0 {
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become EnemyTurn
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} else {
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if k == 'i' { setreg(R_CUR, max(0, reg(R_CUR) - 1)) }
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if k == 'k' { setreg(R_CUR, min(2, reg(R_CUR) + 1)) }
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if k == 'i' { set_reg(R_CUR, max(0, reg(R_CUR) - 1)) }
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if k == 'k' { set_reg(R_CUR, min(2, reg(R_CUR) + 1)) }
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if k == 'j' {
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match reg(R_CUR) {
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MageAct.Attack => {
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let d = max(1, st.atk + 5 - e.def + rng_range(0, 5))
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e.hp = e.hp - d
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setreg(R_PDMG, d)
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set_reg(R_PDMG, d)
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}
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MageAct.Heal => {
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if st.mp >= 4 {
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@ -87,13 +87,13 @@ handler Battle phase Update {
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for (t2, p2) in query [Stats, Party] {
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if p2.slot == 0 { t2.hp = min(t2.maxhp, t2.hp + 16) }
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}
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setreg(R_PDMG, 16)
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} else { setreg(R_PDMG, 0) }
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set_reg(R_PDMG, 16)
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} else { set_reg(R_PDMG, 0) }
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}
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MageAct.Guard => { st.guard = 1; setreg(R_PDMG, 0) }
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MageAct.Guard => { st.guard = 1; set_reg(R_PDMG, 0) }
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}
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become MageResolve
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setreg(R_CUR, 0)
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set_reg(R_CUR, 0)
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}
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}
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}
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@ -104,9 +104,9 @@ handler Battle phase Update {
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if k != 0 {
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if e.hp <= 0 {
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grant_xp(e.xp)
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setreg(R_GOLD, reg(R_GOLD) + e.xp)
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if reg(R_ETYPE) == 2 { setreg(R_BOSS, 1); setreg(R_MODE, 3); setreg(R_ACK, 0) }
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else { setreg(R_MODE, 0) }
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set_reg(R_GOLD, reg(R_GOLD) + e.xp)
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if reg(R_ETYPE) == 2 { set_reg(R_BOSS, 1); set_reg(R_MODE, 3); set_reg(R_ACK, 0) }
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else { set_reg(R_MODE, 0) }
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become KnightMenu
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} else {
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become EnemyTurn
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@ -123,7 +123,7 @@ handler Battle phase Update {
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let ed = max(1, e.atk - t3.def + rng_range(0, 4))
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if t3.guard == 1 { ed = ed / 2; t3.guard = 0 }
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t3.hp = t3.hp - ed
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setreg(R_EDMG, ed)
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set_reg(R_EDMG, ed)
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done = 1
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}
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}
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@ -132,10 +132,10 @@ handler Battle phase Update {
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for (t4) in query [Stats, {Party}] {
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if t4.hp > 0 { alive = alive + 1 }
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}
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if alive == 0 { setreg(R_MODE, 2); setreg(R_ACK, 0) }
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if alive == 0 { set_reg(R_MODE, 2); set_reg(R_ACK, 0) }
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else {
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become KnightMenu
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setreg(R_CUR, 0)
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set_reg(R_CUR, 0)
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}
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}
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}
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@ -155,18 +155,18 @@ handler CleanBattle phase LateUpdate {
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handler Meta phase Update {
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let k = key()
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if reg(R_MODE) == 2 {
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if k == 0 { setreg(R_ACK, 1) }
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if k == 0 { set_reg(R_ACK, 1) }
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if k != 0 {
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if reg(R_ACK) == 1 {
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for (h) in query [Stats, {Party}] { h.hp = h.maxhp }
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setreg(R_MODE, 0)
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set_reg(R_MODE, 0)
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}
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}
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}
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if reg(R_MODE) == 3 {
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if k == 0 { setreg(R_ACK, 1) }
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if k == 0 { set_reg(R_ACK, 1) }
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if k != 0 {
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if reg(R_ACK) == 1 { setreg(R_MODE, 0) }
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if reg(R_ACK) == 1 { set_reg(R_MODE, 0) }
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}
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}
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}
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@ -1,18 +1,18 @@
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# overworld.ludic — boot, movement/encounter input, and the shop system.
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handler Boot phase Start {
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load_png("assets/kenney/tiny-town/Tiles/tile_0000.png") # 0 grass
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load_png("assets/kenney/tiny-town/Tiles/tile_0004.png") # 1 tree
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load_png("assets/kenney/tiny-town/Tiles/tile_0025.png") # 2 path
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load_png("assets/kenney/tiny-town/Tiles/tile_0073.png") # 3 house
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load_png("assets/kenney/tiny-town/Tiles/tile_0112.png") # 4 arch
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load_png("assets/kenney/tiny-dungeon/Tiles/tile_0096.png") # 5 hero
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load_png("assets/kenney/tiny-dungeon/Tiles/tile_0108.png") # 6 slime
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load_png("assets/kenney/tiny-dungeon/Tiles/tile_0120.png") # 7 skeleton
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load_png("assets/kenney/tiny-dungeon/Tiles/tile_0110.png") # 8 boss
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load_png("assets/kenney/tiny-dungeon/Tiles/tile_0084.png") # 9 mage
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load_png("assets/kenney/tiny-dungeon/Tiles/tile_0048.png") # 10 floor
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load_png("assets/kenney/tiny-dungeon/Tiles/tile_0026.png") # 11 wall
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png_load("assets/kenney/tiny-town/Tiles/tile_0000.png") # 0 grass
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png_load("assets/kenney/tiny-town/Tiles/tile_0004.png") # 1 tree
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png_load("assets/kenney/tiny-town/Tiles/tile_0025.png") # 2 path
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png_load("assets/kenney/tiny-town/Tiles/tile_0073.png") # 3 house
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png_load("assets/kenney/tiny-town/Tiles/tile_0112.png") # 4 arch
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png_load("assets/kenney/tiny-dungeon/Tiles/tile_0096.png") # 5 hero
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png_load("assets/kenney/tiny-dungeon/Tiles/tile_0108.png") # 6 slime
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png_load("assets/kenney/tiny-dungeon/Tiles/tile_0120.png") # 7 skeleton
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png_load("assets/kenney/tiny-dungeon/Tiles/tile_0110.png") # 8 boss
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png_load("assets/kenney/tiny-dungeon/Tiles/tile_0084.png") # 9 mage
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png_load("assets/kenney/tiny-dungeon/Tiles/tile_0048.png") # 10 floor
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png_load("assets/kenney/tiny-dungeon/Tiles/tile_0026.png") # 11 wall
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build_field(0)
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spawn Player {
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Party { slot: 1 }
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Stats { hp: 26, maxhp: 26, mp: 16, maxmp: 16, atk: 8, def: 4, lvl: 1, xp: 0, guard: 0 }
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}
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setreg(R_MODE, 0)
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setreg(R_ENC, 4)
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setreg(R_MAP, 0)
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setreg(R_BOSS, 0)
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setreg(R_GOLD, 20)
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setreg(R_POTION, 2)
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set_reg(R_MODE, 0)
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set_reg(R_ENC, 4)
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set_reg(R_MAP, 0)
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set_reg(R_BOSS, 0)
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set_reg(R_GOLD, 20)
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set_reg(R_POTION, 2)
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}
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handler Control phase Input {
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build_dungeon(0)
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p.x = 3
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p.y = 2
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setreg(R_MAP, 1)
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set_reg(R_MAP, 1)
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}
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if tc == 'S' {
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build_field(0)
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p.x = 36
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p.y = 3
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setreg(R_MAP, 0)
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set_reg(R_MAP, 0)
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}
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if tc == 'B' {
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if reg(R_BOSS) == 0 {
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setreg(R_ETYPE, 2)
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set_reg(R_ETYPE, 2)
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spawn Enemy {
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Actor { kind: 8 }
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Stats { hp: 120, maxhp: 120, mp: 0, maxmp: 0, atk: 18, def: 10, lvl: 5, xp: 300, guard: 0 }
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}
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setreg(R_MODE, 1)
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setreg(R_PHASE, 0)
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setreg(R_CUR, 0)
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set_reg(R_MODE, 1)
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set_reg(R_PHASE, 0)
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set_reg(R_CUR, 0)
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}
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}
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if tc == 'h' {
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setreg(R_MODE, 4)
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setreg(R_CUR, 0)
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set_reg(R_MODE, 4)
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set_reg(R_CUR, 0)
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}
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if tc != 'D' {
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if tc != 'S' {
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if tc != 'B' {
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if tc != 'h' {
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setreg(R_ENC, reg(R_ENC) - 1)
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set_reg(R_ENC, reg(R_ENC) - 1)
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if reg(R_ENC) <= 0 {
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setreg(R_ENC, rng_range(4, 9))
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set_reg(R_ENC, rng_range(4, 9))
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let et = 0
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if reg(R_MAP) == 1 { et = 1 }
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if reg(R_MAP) == 0 {
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if rng_chance(40) { et = 1 }
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}
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setreg(R_ETYPE, et)
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set_reg(R_ETYPE, et)
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if et == 0 {
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spawn Enemy {
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Actor { kind: 6 }
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@ -106,9 +106,9 @@ handler Control phase Input {
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Stats { hp: 30, maxhp: 30, mp: 0, maxmp: 0, atk: 11, def: 5, lvl: 1, xp: 15, guard: 0 }
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}
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}
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setreg(R_MODE, 1)
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setreg(R_PHASE, 0)
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setreg(R_CUR, 0)
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set_reg(R_MODE, 1)
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set_reg(R_PHASE, 0)
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set_reg(R_CUR, 0)
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}
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||||
}
|
||||
}
|
||||
|
|
@ -125,16 +125,16 @@ handler Control phase Input {
|
|||
handler Shop phase Update {
|
||||
if reg(R_MODE) == 4 {
|
||||
let k = key()
|
||||
if k == 'w' { setreg(R_CUR, max(0, reg(R_CUR) - 1)) }
|
||||
if k == 's' { setreg(R_CUR, min(1, reg(R_CUR) + 1)) }
|
||||
if k == 'w' { set_reg(R_CUR, max(0, reg(R_CUR) - 1)) }
|
||||
if k == 's' { set_reg(R_CUR, min(1, reg(R_CUR) + 1)) }
|
||||
if is_confirm(k) {
|
||||
if reg(R_CUR) == 0 {
|
||||
if reg(R_GOLD) >= 10 {
|
||||
setreg(R_GOLD, reg(R_GOLD) - 10)
|
||||
setreg(R_POTION, reg(R_POTION) + 1)
|
||||
set_reg(R_GOLD, reg(R_GOLD) - 10)
|
||||
set_reg(R_POTION, reg(R_POTION) + 1)
|
||||
}
|
||||
}
|
||||
if reg(R_CUR) == 1 { setreg(R_MODE, 0) }
|
||||
if reg(R_CUR) == 1 { set_reg(R_MODE, 0) }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -20,7 +20,7 @@ program Menu {
|
|||
}
|
||||
|
||||
handler Boot phase Start {
|
||||
setreg(R_FONT, font_load("/System/Library/Fonts/Supplemental/Arial.ttf"))
|
||||
set_reg(R_FONT, font_load("/System/Library/Fonts/Supplemental/Arial.ttf"))
|
||||
ui_build()
|
||||
ui_open(UI_MainMenu)
|
||||
}
|
||||
|
|
|
|||
|
|
@ -7,14 +7,14 @@
|
|||
program SceneDemo {
|
||||
const R_N: int = 0
|
||||
|
||||
handler Boot phase Start { setreg(R_N, 0); print_int(1000) }
|
||||
handler Boot phase Start { set_reg(R_N, 0); print_int(1000) }
|
||||
|
||||
scene Title start {
|
||||
on enter { print_int(1) }
|
||||
on exit { print_int(2) }
|
||||
layer Main {
|
||||
handler Tick phase Update {
|
||||
setreg(R_N, reg(R_N) + 1)
|
||||
set_reg(R_N, reg(R_N) + 1)
|
||||
print_int(100 + reg(R_N))
|
||||
if reg(R_N) >= 2 { become Play }
|
||||
}
|
||||
|
|
@ -22,11 +22,11 @@ program SceneDemo {
|
|||
}
|
||||
|
||||
scene Play {
|
||||
on enter { print_int(3); setreg(R_N, 0) }
|
||||
on enter { print_int(3); set_reg(R_N, 0) }
|
||||
on exit { print_int(4) }
|
||||
layer World {
|
||||
handler Step phase Update {
|
||||
setreg(R_N, reg(R_N) + 1)
|
||||
set_reg(R_N, reg(R_N) + 1)
|
||||
print_int(200 + reg(R_N))
|
||||
if reg(R_N) >= 2 { quit() }
|
||||
}
|
||||
|
|
|
|||
|
|
@ -29,13 +29,13 @@ program Snake {
|
|||
spawn S0 { Seg { order: 0 }; Pos { x: 10, y: 7 } }
|
||||
spawn S1 { Seg { order: 1 }; Pos { x: 9, y: 7 } }
|
||||
spawn S2 { Seg { order: 2 }; Pos { x: 8, y: 7 } }
|
||||
setreg(R_DIR, 3)
|
||||
setreg(R_LEN, 3)
|
||||
setreg(R_TICK, 0)
|
||||
setreg(R_MODE, 0)
|
||||
setreg(R_SCORE, 0)
|
||||
setreg(R_FX, 14)
|
||||
setreg(R_FY, 7)
|
||||
set_reg(R_DIR, 3)
|
||||
set_reg(R_LEN, 3)
|
||||
set_reg(R_TICK, 0)
|
||||
set_reg(R_MODE, 0)
|
||||
set_reg(R_SCORE, 0)
|
||||
set_reg(R_FX, 14)
|
||||
set_reg(R_FY, 7)
|
||||
return 0
|
||||
}
|
||||
|
||||
|
|
@ -44,25 +44,25 @@ program Snake {
|
|||
handler Input phase Input {
|
||||
let k = key()
|
||||
if reg(R_MODE) == 0 {
|
||||
if k == 'w' { if reg(R_DIR) != 1 { setreg(R_DIR, 0) } }
|
||||
if k == 's' { if reg(R_DIR) != 0 { setreg(R_DIR, 1) } }
|
||||
if k == 'a' { if reg(R_DIR) != 3 { setreg(R_DIR, 2) } }
|
||||
if k == 'd' { if reg(R_DIR) != 2 { setreg(R_DIR, 3) } }
|
||||
if k == 'w' { if reg(R_DIR) != 1 { set_reg(R_DIR, 0) } }
|
||||
if k == 's' { if reg(R_DIR) != 0 { set_reg(R_DIR, 1) } }
|
||||
if k == 'a' { if reg(R_DIR) != 3 { set_reg(R_DIR, 2) } }
|
||||
if k == 'd' { if reg(R_DIR) != 2 { set_reg(R_DIR, 3) } }
|
||||
}
|
||||
if reg(R_MODE) == 1 {
|
||||
if k == 0 { setreg(R_ACK, 1) }
|
||||
if k == 0 { set_reg(R_ACK, 1) }
|
||||
if k != 0 { if reg(R_ACK) == 1 { reset(0) } }
|
||||
}
|
||||
}
|
||||
|
||||
handler Move phase Update {
|
||||
if reg(R_MODE) == 0 {
|
||||
setreg(R_TICK, reg(R_TICK) + 1)
|
||||
set_reg(R_TICK, reg(R_TICK) + 1)
|
||||
if reg(R_TICK) >= 6 {
|
||||
setreg(R_TICK, 0)
|
||||
set_reg(R_TICK, 0)
|
||||
let len = reg(R_LEN)
|
||||
for (pt, stg) in query [Pos, Seg] {
|
||||
if stg.order == len - 1 { setreg(R_TX, pt.x); setreg(R_TY, pt.y) }
|
||||
if stg.order == len - 1 { set_reg(R_TX, pt.x); set_reg(R_TY, pt.y) }
|
||||
}
|
||||
for step in 0 .. len {
|
||||
let i = len - 1 - step
|
||||
|
|
@ -76,35 +76,35 @@ program Snake {
|
|||
}
|
||||
}
|
||||
}
|
||||
setreg(R_ATE, 0)
|
||||
set_reg(R_ATE, 0)
|
||||
for (ph, sh) in query [Pos, Seg] {
|
||||
if sh.order == 0 {
|
||||
if reg(R_DIR) == 0 { ph.y = ph.y - 1 }
|
||||
if reg(R_DIR) == 1 { ph.y = ph.y + 1 }
|
||||
if reg(R_DIR) == 2 { ph.x = ph.x - 1 }
|
||||
if reg(R_DIR) == 3 { ph.x = ph.x + 1 }
|
||||
if ph.x < 0 { setreg(R_MODE, 1) }
|
||||
if ph.x >= GW { setreg(R_MODE, 1) }
|
||||
if ph.y < 0 { setreg(R_MODE, 1) }
|
||||
if ph.y >= GH { setreg(R_MODE, 1) }
|
||||
if ph.x == reg(R_FX) { if ph.y == reg(R_FY) { setreg(R_ATE, 1) } }
|
||||
if ph.x < 0 { set_reg(R_MODE, 1) }
|
||||
if ph.x >= GW { set_reg(R_MODE, 1) }
|
||||
if ph.y < 0 { set_reg(R_MODE, 1) }
|
||||
if ph.y >= GH { set_reg(R_MODE, 1) }
|
||||
if ph.x == reg(R_FX) { if ph.y == reg(R_FY) { set_reg(R_ATE, 1) } }
|
||||
}
|
||||
}
|
||||
for (ph, sh) in query [Pos, Seg] {
|
||||
if sh.order == 0 {
|
||||
for (pb, sb) in query [Pos, Seg] {
|
||||
if sb.order > 0 {
|
||||
if pb.x == ph.x { if pb.y == ph.y { setreg(R_MODE, 1) } }
|
||||
if pb.x == ph.x { if pb.y == ph.y { set_reg(R_MODE, 1) } }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if reg(R_ATE) == 1 {
|
||||
setreg(R_SCORE, reg(R_SCORE) + 1)
|
||||
set_reg(R_SCORE, reg(R_SCORE) + 1)
|
||||
spawn Body { Seg { order: len }; Pos { x: reg(R_TX), y: reg(R_TY) } }
|
||||
setreg(R_LEN, len + 1)
|
||||
setreg(R_FX, rng_range(0, GW - 1))
|
||||
setreg(R_FY, rng_range(0, GH - 1))
|
||||
set_reg(R_LEN, len + 1)
|
||||
set_reg(R_FX, rng_range(0, GW - 1))
|
||||
set_reg(R_FY, rng_range(0, GH - 1))
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -178,7 +178,7 @@ fn rt_reg(i: int) -> int {
|
|||
return peek32(rt_regs, i)
|
||||
}
|
||||
|
||||
fn rt_setreg(i: int, v: int) -> void {
|
||||
fn rt_set_reg(i: int, v: int) -> void {
|
||||
if i < 0 { return }
|
||||
if i >= 64 { return }
|
||||
poke32(rt_regs, i, v)
|
||||
|
|
|
|||
|
|
@ -316,7 +316,7 @@ fn rt_draw_9slice(id: int, dx: int, dy: int, dw: int, dh: int, inset: int) -> vo
|
|||
}
|
||||
|
||||
# ---- sprites (16x16 art) --------------------------------------------------
|
||||
fn rt_load_png(path: str) -> int {
|
||||
fn rt_png_load(path: str) -> int {
|
||||
if spr_n >= SPR_MAX { return 0 - 1 }
|
||||
if rt_decode_png(path) == false { return 0 - 1 }
|
||||
let id = spr_n
|
||||
|
|
@ -376,7 +376,7 @@ fn rt_hexval(c: int) -> int {
|
|||
return 0 - 1
|
||||
}
|
||||
|
||||
fn rt_load_sprites(path: str) -> void {
|
||||
fn rt_sprites_load(path: str) -> void {
|
||||
let d = rt_read_file(path)
|
||||
if ptr_is_null(d) { spr_n = 0; return }
|
||||
let size = rt_file_len
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
# emit_machine.ludic — `machine <reg> { state Name = v { .. } }` dispatches on a
|
||||
# register's value; `become Name` stores the target state's value back. Both are
|
||||
# reg()/setreg() calls, resolved to the runtime like any other builtin.
|
||||
# reg()/set_reg() calls, resolved to the runtime like any other builtin.
|
||||
|
||||
fn emit_machine(st: Node) -> void {
|
||||
let regv = emit_expr(st.a)
|
||||
|
|
@ -35,5 +35,5 @@ fn emit_become(st: Node) -> void {
|
|||
if ptr_is_null(target) { perr(sconcat("become: no state ", st.s)) }
|
||||
let regv = emit_expr(m.a)
|
||||
let sv = emit_expr(target.b)
|
||||
emit(" call void @fn_rt_setreg(i32 "); emit(regv.code); emit(", i32 "); emit(sv.code); emit(")\n")
|
||||
emit(" call void @fn_rt_set_reg(i32 "); emit(regv.code); emit(", i32 "); emit(sv.code); emit(")\n")
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1465,7 +1465,7 @@ declare void @win_close()
|
|||
@.str1390 = private unnamed_addr constant [3 x i8] c":\0A\00"
|
||||
@.str1391 = private unnamed_addr constant [27 x i8] c"'become' outside a machine\00"
|
||||
@.str1392 = private unnamed_addr constant [18 x i8] c"become: no state \00"
|
||||
@.str1393 = private unnamed_addr constant [31 x i8] c" call void @fn_rt_setreg(i32 \00"
|
||||
@.str1393 = private unnamed_addr constant [32 x i8] c" call void @fn_rt_set_reg(i32 \00"
|
||||
@.str1394 = private unnamed_addr constant [7 x i8] c", i32 \00"
|
||||
@.str1395 = private unnamed_addr constant [3 x i8] c")\0A\00"
|
||||
@.str1396 = private unnamed_addr constant [4 x i8] c"%io\00"
|
||||
|
|
|
|||
|
|
@ -60,10 +60,10 @@ object LudicVocabulary {
|
|||
"min", "max", "abs", "clamp", "seed", "rng_range", "rng_chance", "fx", "flr",
|
||||
"map_size", "map_row", "tile", "clear", "present", "fill_rect", "frame_rect",
|
||||
"put_px", "text", "text_int", "font_load", "text_ttf", "text_w", "text_h",
|
||||
"image_load", "draw_image", "draw_image_scaled", "draw_9slice", "load_png",
|
||||
"load_sprites", "draw_sprite", "draw_sprite_scaled", "ui_build", "ui_open",
|
||||
"image_load", "draw_image", "draw_image_scaled", "draw_9slice", "png_load",
|
||||
"sprites_load", "draw_sprite", "draw_sprite_scaled", "ui_build", "ui_open",
|
||||
"ui_tick", "ui_render", "ui_clicked", "ui_set_text", "ui_set_int", "ui_focus",
|
||||
"ui_focused", "ui_visible", "key", "reg", "setreg", "self", "save", "load",
|
||||
"ui_focused", "ui_visible", "key", "reg", "set_reg", "self", "save", "load",
|
||||
"status", "print_int", "quit",
|
||||
// compiler intrinsics: the floor the Ludic-written runtime stands on
|
||||
"mem_alloc", "mem_realloc", "mem_free", "mem_copy", "mem_set", "peek8", "poke8", "peek32",
|
||||
|
|
|
|||
|
|
@ -193,7 +193,7 @@
|
|||
{
|
||||
"comment": "the runtime surface — every name here resolves to rt_<name> in runtime/native",
|
||||
"name": "support.function.builtin.ludic",
|
||||
"match": "\\b(min|max|abs|clamp|seed|rng_range|rng_chance|fx|flr|map_size|map_row|tile|clear|present|fill_rect|frame_rect|put_px|text|text_int|font_load|text_ttf|text_w|text_h|image_load|draw_image|draw_image_scaled|draw_9slice|load_png|load_sprites|draw_sprite|draw_sprite_scaled|ui_build|ui_open|ui_tick|ui_render|ui_clicked|ui_set_text|ui_set_int|ui_focus|ui_focused|ui_visible|key|reg|setreg|self|save|load|status|print_int|quit)\\b(?=\\s*\\()"
|
||||
"match": "\\b(min|max|abs|clamp|seed|rng_range|rng_chance|fx|flr|map_size|map_row|tile|clear|present|fill_rect|frame_rect|put_px|text|text_int|font_load|text_ttf|text_w|text_h|image_load|draw_image|draw_image_scaled|draw_9slice|png_load|sprites_load|draw_sprite|draw_sprite_scaled|ui_build|ui_open|ui_tick|ui_render|ui_clicked|ui_set_text|ui_set_int|ui_focus|ui_focused|ui_visible|key|reg|set_reg|self|save|load|status|print_int|quit)\\b(?=\\s*\\()"
|
||||
},
|
||||
{
|
||||
"comment": "compiler intrinsics — these lower straight to libc or the OS",
|
||||
|
|
|
|||
|
|
@ -193,7 +193,7 @@
|
|||
{
|
||||
"comment": "the runtime surface — every name here resolves to rt_<name> in runtime/native",
|
||||
"name": "support.function.builtin.ludic",
|
||||
"match": "\\b(min|max|abs|clamp|seed|rng_range|rng_chance|fx|flr|map_size|map_row|tile|clear|present|fill_rect|frame_rect|put_px|text|text_int|font_load|text_ttf|text_w|text_h|image_load|draw_image|draw_image_scaled|draw_9slice|load_png|load_sprites|draw_sprite|draw_sprite_scaled|ui_build|ui_open|ui_tick|ui_render|ui_clicked|ui_set_text|ui_set_int|ui_focus|ui_focused|ui_visible|key|reg|setreg|self|save|load|status|print_int|quit)\\b(?=\\s*\\()"
|
||||
"match": "\\b(min|max|abs|clamp|seed|rng_range|rng_chance|fx|flr|map_size|map_row|tile|clear|present|fill_rect|frame_rect|put_px|text|text_int|font_load|text_ttf|text_w|text_h|image_load|draw_image|draw_image_scaled|draw_9slice|png_load|sprites_load|draw_sprite|draw_sprite_scaled|ui_build|ui_open|ui_tick|ui_render|ui_clicked|ui_set_text|ui_set_int|ui_focus|ui_focused|ui_visible|key|reg|set_reg|self|save|load|status|print_int|quit)\\b(?=\\s*\\()"
|
||||
},
|
||||
{
|
||||
"comment": "compiler intrinsics — these lower straight to libc or the OS",
|
||||
|
|
|
|||
|
|
@ -117,8 +117,8 @@ static const LBuiltin LUDIC_BUILTINS[] = {
|
|||
{"draw_image","draw_image(id: int, x: int, y: int)","Blit an image at its natural size."},
|
||||
{"draw_image_scaled","draw_image_scaled(id: int, x: int, y: int, w: int, h: int)","Blit an image stretched to w x h."},
|
||||
{"draw_9slice","draw_9slice(id: int, x: int, y: int, w: int, h: int, inset: int)","Nine-slice an image across a w x h box."},
|
||||
{"load_png","load_png(path: str) -> int","Decode a PNG as a 16x16 sprite sheet; returns the first sprite id."},
|
||||
{"load_sprites","load_sprites(path: str)","Load the sprite sheet used by draw_sprite."},
|
||||
{"png_load","png_load(path: str) -> int","Decode a PNG as a 16x16 sprite sheet; returns the first sprite id."},
|
||||
{"sprites_load","sprites_load(path: str)","Load the sprite sheet used by draw_sprite."},
|
||||
{"draw_sprite","draw_sprite(id: int, x: int, y: int)","Blit a sprite."},
|
||||
{"draw_sprite_scaled","draw_sprite_scaled(id: int, x: int, y: int, scale: int)","Blit a sprite at an integer scale."},
|
||||
{"ui_build","ui_build()","Construct every declared `ui` tree (loads skins and images)."},
|
||||
|
|
@ -133,7 +133,7 @@ static const LBuiltin LUDIC_BUILTINS[] = {
|
|||
{"ui_visible","ui_visible(id: int, on: bool)","Show or hide a widget subtree."},
|
||||
{"key","key() -> int","Key code pressed this frame, 0 if none."},
|
||||
{"reg","reg(i: int) -> int","Read one of the 64 integer resources shared by systems."},
|
||||
{"setreg","setreg(i: int, v: int)","Write one of the 64 integer resources."},
|
||||
{"set_reg","set_reg(i: int, v: int)","Write one of the 64 integer resources."},
|
||||
{"self","self() -> entity","The entity of the innermost query loop."},
|
||||
{"save","save()","Write a binary snapshot of the whole ECS world."},
|
||||
{"load","load() -> bool","Restore the snapshot; false if there is none."},
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue