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:
parent
c5bd50d544
commit
cc701013f5
16 changed files with 122 additions and 122 deletions
|
|
@ -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() }
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue