Phase 6b: annotation DSL (@Queries, @Handles) + docs prose pass

@Queries(these: [Prop{constraint}, ...], on: Model) on a handler desugars to the
existing S_QUERY loop: each property binds by its own name, a Prop{...} block
qualifies its bare fields to that property, and on: adds a {Model} tag filter.
Implemented via parse_queries_anno + qualify_fields (parse_game.ludic), wired
into parse_one_decl; @Handles parses on the program (documentation).
examples/annotations.ludic demonstrates it (output 3 1 0 0); test.sh 15/15.

Docs: added the Annotations section to LANGUAGE.md and did the vocabulary prose
pass (component->property, archetype->model, system->handler, game->program)
across the docs. check-docs + test-tools green.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-08-27 18:49:24 +03:00
parent 69fe39bff1
commit dfc17398cf
10 changed files with 3812 additions and 3113 deletions

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@ -110,7 +110,7 @@ All verified. A compiler needs each of these, and each one works today.
| Heap allocation | ✅ | `mem_alloc`, `mem_free`, `mem_copy`, `mem_set`; 1 MiB alloc verified |
| Byte-level memory | ✅ | `peek8`/`poke8`, `peek32`/`poke32`, `peekp`/`pokep`, `ptr_add` |
| `ptr` locals, params, returns | ✅ | `fn make(n: int) -> ptr` |
| `ptr` in a component field | ✅ | `component Nd { kind: int = 0, a: ptr = ptr_null() }` |
| `ptr` in a property field | ✅ | `property Nd { kind: int = 0, a: ptr = ptr_null() }` |
| String literals as readable bytes | ✅ | `peek8("hello", 1)` → `101` |
| `str` accepted where `ptr` expected | ✅ | `f("A")` into `fn f(p: ptr)` |
| String comparison, **hand-written in Ludic** | ✅ | `streq` over `peek8` |
@ -186,10 +186,10 @@ records. Today there are two workarounds, and both are bad at compiler scale:
what `truetype.ludic` does, and it works, but every field access becomes a
magic number. Across a 6,000-line compiler this is the difference between
maintainable and not.
- **ECS entities as nodes** — verified working (`component Nd { kind, a: ptr }`),
- **ECS entities as nodes** — verified working (`property Nd { kind, a: ptr }`),
and initially seductive because queries give you free traversal. **Do not do
this.** `LUDIC_MAX_ENT` is 1024 in `native.c:18`; the entity world is a fixed
array of per-component storage. A compiler needs hundreds of thousands of
array of per-property storage. A compiler needs hundreds of thousands of
nodes. This is a dead end, and it is worth writing down because it is the
obvious wrong turn.
@ -211,11 +211,11 @@ No copying, no by-value passing, no nested-struct inlining — a `struct` value
a layout table.
**Lowering.** This is largely already built. `native.c` already emits
`%Cmp_<Name>` LLVM struct types for components and already resolves
`%Cmp_<Name>` LLVM struct types for properties and already resolves
`a.b` through `ll_member_addr` with `getelementptr`. A `struct` is a
`%Cmp_`-style type *without* the parallel entity arrays: `new` is
`malloc(sizeof)` plus a default-seeding memset/store sequence, and `.field` is
the existing `getelementptr` path. Reusing the component machinery is why this
the existing `getelementptr` path. Reusing the property machinery is why this
is far cheaper than it looks.
**Cost.** ~250 lines of C across `ludicc.c` (parse) and `native.c` (layout,
@ -423,7 +423,7 @@ confident nonsense.
| **No silent no-ops** | If the language accepts a construct it must either honour it or reject it. Accepting-and-ignoring teaches a falsehood (see R6 — the worst thing in the audit). |
| **Recoverable structure** — explicit terminators | A slightly-wrong generation fails *locally*, with an error pointing at the mistake, instead of cascading into a confusing error 40 lines later. |
| **Locality** — meaning readable from the construct | No action-at-a-distance. Ludic is already strong here; keep it. |
| **Greppable unique anchors** | `component Pos` is findable. Retrieval quality is a language design property. |
| **Greppable unique anchors** | `property Pos` is findable. Retrieval quality is a language design property. |
| **Errors that name the fix** | Already partly true: a missing builtin errors naming `rt_<name>`. Extend that everywhere. |
**Folklore, and false:**
@ -452,12 +452,12 @@ Each row verified by compiling a probe, not by reading docs.
| **R1** | **No statement terminator at all.** `block()` is `skipnl(); stmt()` in a loop. A newline *stops* an expression (it lexes as `T_NL`, and `binlevel` only continues on `T_OP`) but is never *required*. `let x = 1 x = x + 1 print_int(x)` on one line is three legal statements — verified compiling. | `ludicc.c` `block()`, `binlevel` | The reader cannot see where a statement ends without re-deriving operator precedence. Blocks error recovery entirely. |
| **R2** | **Commas are optional everywhere.** `if(isop(",")) pi++` appears in `comp()`, `arche()`, `fn` params and `spawn`. `{ x: int = 0 y: int = 0 }` and the comma'd form both compile. | 4 parser sites | Two spellings, zero semantic difference. |
| ~~**R3**~~ | ~~**`and`/`or` alias `&&`/`\|\|`.**~~ **RESOLVED** — `and`/`or`/`not` are the only boolean operators; `&&`, `\|\|` and `!` are each rejected with a diagnostic naming the fix, and all three words are reserved. `!=` is unaffected. | landed via S3 | — |
| **R4** | **`{ }` means seven different things** — statement block; component fields (`n: T = e`); archetype list (bare idents); spawn initialisers (`N = { … }`); ui props + children (`k=v` juxtaposed, no commas); match arms (`p, p => …`); machine states (`state N = v { … }`). | `block/comp/arche/spawn/parse_widget/match/machine` | The delimiter carries no information. You must already know the head keyword to know the inner grammar. |
| **R4** | **`{ }` means seven different things** — statement block; property fields (`n: T = e`); model list (bare idents); spawn initialisers (`N = { … }`); ui props + children (`k=v` juxtaposed, no commas); match arms (`p, p => …`); machine states (`state N = v { … }`). | `block/comp/arche/spawn/parse_widget/match/machine` | The delimiter carries no information. You must already know the head keyword to know the inner grammar. |
| **R5** | **Contextual keywords, not reserved.** `phase`, `query`, `reads`, `writes`, `needs`, `uses`, `where`, `in`, `on`, `layer`, `state`, `start` are matched with `isid()` — ordinary identifiers. `let query = 5 let phase = 6` compiles and prints `11`. | `sys()`, `scene_decl()` | A local named `enter` or `match` produces a baffling error far from the cause. |
| **R6** | **Contracts are parsed and thrown away.** `requires`/`ensures`/`invariant` parse an expression and **discard it** (`pi++; expr();`). `reads`/`writes`/`needs`/`uses`/`effects` are `skip_brackets()`. `pure` is consumed and ignored. Verified: `fn half(n: int) -> int requires n > 100000 ensures false` compiles, and `half(8)` returns `4`. Verified: a system declaring `reads [Pos]` that **writes** `p.x = 99` compiles. | `fn()`, `sys()` | **The worst item in the audit.** The language accepts a contract and does nothing. A model writing `requires n > 0` is rewarded with a clean compile and zero enforcement — it learns a lie, and so does a human reader trusting the annotation. |
| **R7** | **`str + str` typechecks, then emits invalid IR.** | verified (§4 B2) | The front-end accepts what the backend cannot lower. |
| **R8** | **Two formatters, opposite philosophies, both called "format".** `ludicc --fmt` canonicalises hard (one statement per line, `and`→`&&`, full parenthesisation) but drops comments and inlines imports. `ludic-fmt` is token-based and preserves comments — but **normalises nothing**: handed the one-line `let a = 1 a = a + 1 if true and false { … }`, it returned it unchanged. | verified side-by-side | **Neither tool enforces a single spelling.** The canonicaliser is unusable on real source; the source formatter has no opinion. |
| **R9** | **Two ways to spell a tag** — `component Player { }` (empty component) or `archetype`. | LANGUAGE.md | |
| **R9** | **Two ways to spell a tag** — `property Player { }` (empty property) or `model`. | LANGUAGE.md | |
| **R10** | **Stale docs are stale training data.** LANGUAGE.md still says "the current compiler is a tree-to-C translator" (it emits LLVM IR) and lists arrays under "Not yet implemented" beside things never planned. | LANGUAGE.md | Docs are the highest-leverage model input in the repo. A wrong doc is worse than a missing one. |
### 5.4 Proposals
@ -497,7 +497,7 @@ point of the mistake. *Fixes R5. Cost:* ~40 lines.
section.** Two honest options per construct, no third:
- `reads` / `writes`: **implement them.** The compiler already knows every
component a system touches — it builds the query and walks the body. Checking
property a system touches — it builds the query and walks the body. Checking
the declaration against actual access is a genuine static analysis the
language claims to have and doesn't. This converts dead syntax into a real
guarantee, which is exactly what an "AI-first" language should offer a model
@ -542,7 +542,7 @@ Recording these so they are not relitigated:
- **Braces, not indentation** (§5.2).
- **`#` comments** — unambiguous, one spelling already.
- **The ECS vocabulary** — `component` / `system` / `query` / `phase` are
- **The ECS vocabulary** — `property` / `system` / `query` / `phase` are
unusually self-describing and greppable. This is the language's best existing
readability asset.
- **`fixed` / Q16.16** — determinism is a design constraint, not a style choice.
@ -598,7 +598,7 @@ The self-host compiler (`selfhost/`) implements the **compiler-subset**: `struct
(reference), `[]T` slices with `push`/`len`, functions, a plain `main` entry,
the full control flow, the operators (with short-circuit `and`/`or`), and the
low-level intrinsics. It deliberately does **not** implement the game half of
Ludic — ECS, queries, archetypes, scenes, UI, save/load, `match`/`machine`,
Ludic — ECS, queries, models, scenes, UI, save/load, `match`/`machine`,
fixed-point. It targets native (macOS/clang) and emits LLVM IR text that clang
assembles, exactly the posture the C `ludicc` has.
@ -634,8 +634,8 @@ compiler is now a historical seed, not a dependency.
### Stage 4+ — `ludicc.c` is deleted
The self-host compiler was extended to the **whole** language — components,
archetypes, systems, phases, `for … in query` (with `where`), spawn/despawn,
The self-host compiler was extended to the **whole** language — properties,
models, systems, phases, `for … in query` (with `where`), spawn/despawn,
`self()`, `machine`/`become`, `match`, `save`/`load` snapshots, the retained
`ui` widget tree, multi-file `import`, fixed-point Q16.16, and every runtime
intrinsic. It auto-splices the Ludic runtime exactly as the C compiler did.
@ -791,7 +791,7 @@ existing framing ("the same floor Rust and Swift stand on") already covers it.
## 8. Risks and gotchas
- **Do not build the AST out of ECS entities.** `LUDIC_MAX_ENT` is 1024
(`native.c:18`) and component storage is fixed arrays. It compiles, it looks
(`native.c:18`) and property storage is fixed arrays. It compiles, it looks
elegant, and it caps the compiler at 1024 nodes. Use `struct` (A2).
- **Do not inherit the C compiler's fixed caps.** `ludicc.c:22` has
`g_srcpath[128]`; `native.c:161` has `Val a[8]`. The Ludic port should grow
@ -954,7 +954,7 @@ handler Violate phase Update reads [Pos] query (p) [Pos] { p.x = 99 }
```
**R8 — the two formatters disagree about what "format" means.** Given
`component Pos { x: int = 0 y: int = 0 }` and a multi-statement one-liner,
`property Pos { x: int = 0 y: int = 0 }` and a multi-statement one-liner,
`ludicc --fmt` rewrites both (one statement per line, `and`→`&&`, full
parenthesisation) while `ludic-fmt` returns the input **unchanged**.

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@ -37,7 +37,7 @@ and find your program rewritten in another language.
app.ludic
│ ludicc — lex, parse, check, lower (compiler/ludicc.c,
▼ compiler/native.c)
app.ll LLVM IR: your systems, your components, your runtime
app.ll LLVM IR: your systems, your properties, your runtime
│ IR assembler (compiler/driver.c)
▼
app.o Mach-O / ELF / COFF object code
@ -302,8 +302,8 @@ asserts exactly that, which is a much stronger check on the backend than
## What a build contains
Everything: components and archetypes, spawn/despawn, queries with bindings,
`where` filters and archetype filters, `match`, `machine`/`become`,
Everything: properties and models, spawn/despawn, queries with bindings,
`where` filters and model filters, `match`, `machine`/`become`,
`scene`/`layer`/`enter`, module state (`var`), `const`, int and Q16.16
fixed-point arithmetic, control flow, functions, `extern fn` FFI, strings, the
entity allocator, save/load snapshots, the frame loop, the window, and the whole

View file

@ -12,11 +12,11 @@ program.ludic ──ludicc──▶ program.ll ──▶ program.o ──▶ nat
`ludicc` lowers Ludic to **LLVM IR itself** and links the result — see
[COMPILING.md](COMPILING.md) for the pipeline, `module`/`export`, and
cross-targets. There is one backend: no C is generated, compiled or linked at
any point, and the runtime a game calls is itself written in Ludic.
any point, and the runtime a program calls is itself written in Ludic.
## Program structure
A program is one `game` block containing declarations:
A program is one `program` block containing declarations:
```ludic
# doc-check: skip — illustrative: elided import list
@ -24,7 +24,7 @@ program Name {
import ... # pull declarations in from another file
property ... # data (per entity)
struct ... # a plain record, not tied to an entity
model ... # a named entity KIND (bundle of components)
model ... # a named entity KIND (bundle of properties)
const ... # compile-time constants
fn ... # functions
extern fn ... # bind a C library symbol (FFI)
@ -42,21 +42,21 @@ program ChronoRift {
}
```
An imported file is a **fragment**: bare declarations, no `game` wrapper. Its
An imported file is a **fragment**: bare declarations, no `program` wrapper. Its
declarations are spliced into the importing program. Imports may appear inside
the `game` block or before it, they may nest (a fragment may import fragments),
the `program` block or before it, they may nest (a fragment may import fragments),
and each resolved path is **include-guarded**, so importing the same file twice
(even via different chains) pulls it in once. Diagnostics report the true file:
```
error: line 1: unknown type 'nope' for field Pos.x
chronorift/world.ludic:1 | component Pos { x: nope = 0 }
chronorift/world.ludic:1 | property Pos { x: nope = 0 }
```
## Archetypes (entity kinds)
## Models (entity kinds)
An `archetype` names a *kind* of entity and the fixed set of components it
carries. It replaces the empty "tag component" idiom: identity is stored as one
An `model` names a *kind* of entity and the fixed set of properties it
carries. It replaces the empty "tag property" idiom: identity is stored as one
integer per entity, not a parallel boolean array.
```ludic
@ -64,15 +64,15 @@ integer per entity, not a parallel boolean array.
property Pos { x: int = 0, y: int = 0 }
property Stats { hp: int = 10 }
model Player { Pos, Stats } # Player IS a kind, not a component
model Player { Pos, Stats } # Player IS a kind, not a property
model Enemy { Pos, Stats }
spawn Player { Pos { x: 5 } } # attaches every listed component
spawn Player { Pos { x: 5 } } # attaches every listed property
# (seeding field defaults), then overrides
for (p, s) in query [Pos, Stats, {Player}] { ... } # {Player} filters by kind
```
Use `{Name}` (tag position) to filter a query by archetype — an archetype can't
Use `{Name}` (tag position) to filter a query by model — an model can't
be *bound* to a variable since it has no fields of its own. Entity kind is part
of the saved snapshot.
@ -82,7 +82,7 @@ The 5×7 bitmap `text` stays for zero-asset programs. For real typography, load
TrueType font and draw UTF-8:
```ludic
let f = font_load("/System/Library/Fonts/Supplemental/Arial.ttf")
let f = font_load("/Handler/Library/Fonts/Supplemental/Arial.ttf")
text_ttf(f, 20, 20, "Héllo — Καλημέρα — Привет", 0xffffff, 28) # anti-aliased
let w = text_w(f, "measure me", 28) # pixel width
```
@ -115,9 +115,9 @@ ui MainMenu {
Widget types: `panel` (container + optional skin/bg/border), `col` / `row`
(pure stacks), `label`, `button` (focusable), `image`, `spacer`. Props are
evaluated at build time, so `font: reg(R_FONT)` reads a value the game set first.
evaluated at build time, so `font: reg(R_FONT)` reads a value the program set first.
Each `id: Name` mints a `UI_Name` handle (the `ui` block name too), used from
systems:
handlers:
```ludic
handler Boot phase Start {
@ -151,7 +151,7 @@ point (`1.5`) is `fixed`. Arithmetic on two `fixed` values lowers to
`fxmul`/`fxdiv`; mixing `int` and `fixed` promotes the `int`. Convert with
`fx(i)` (int→fixed) and `flr(f)` (fixed→int).
## Components, entities, queries
## Properties, entities, queries
```ludic
# doc-check: skip — composite: declarations and statements together
@ -164,39 +164,39 @@ spawn Hero { # create an entity
}
despawn self() # remove the current entity
# iterate every entity that has all listed components:
# iterate every entity that has all listed properties:
for (p) in query [Pos, {Player}] { p.x = p.x + 1 } # {Tag} filters, doesn't bind
for (a, b) in query [Pos, Vel] where a.x > 0 { ... } # one var per non-tag term
```
Entities are integer handles; component storage and slot reuse are generated per
Entities are integer handles; property storage and slot reuse are generated per
program. `self()` yields the entity of the innermost `query` loop.
## Systems & phases
## Handlers & phases
```ludic
handler Move @deterministic
reads [Vel] # declared data access (parsed and reserved; not yet
writes [Pos] # consumed by any analysis pass — see "Not yet implemented")
phase FixedUpdate
query (p, v) [Pos, Vel] # the entities this system operates on
query (p, v) [Pos, Vel] # the entities this handler operates on
{ p.x = p.x + v.dx }
```
Phases run in this order every frame: **`Start`** (once at boot), then each
frame **`Input` → `FixedUpdate` → `Update` → `LateUpdate` → `Render`**.
`@edge` in front of a `system` marks one that touches the outside world.
`@edge` in front of a `handler` marks one that touches the outside world.
Declaration modifiers are `@annotations` written in front of the declaration —
`@export fn …` (a C-ABI-exported function), `@edge system …`, `@deterministic`,
`@export fn …` (a C-ABI-exported function), `@edge handler …`, `@deterministic`,
`@pure`. They parse into one uniform channel rather than a set of prefix
keywords. (`@export` sets the export flag; the others parse but have no codegen
effect in the self-hosted compiler yet.)
### The `query` clause
A system declares the entities it works on, alongside its phase. The body then
runs **once per matching entity**, with the components bound and `self()` giving
A handler declares the entities it works on, alongside its phase. The body then
runs **once per matching entity**, with the properties bound and `self()` giving
that entity — the query header is simply hoisted out of the body into the
signature:
@ -214,27 +214,27 @@ handler CleanBattle phase LateUpdate {
}
```
Drop `(vars)` when nothing binds: `query [{Enemy}]`. A system declares at most
Drop `(vars)` when nothing binds: `query [{Enemy}]`. A handler declares at most
one query, and the number of variables must equal the number of binding terms
(`{Tag}` terms filter without binding, so they don't count). A system with no
(`{Tag}` terms filter without binding, so they don't count). A handler with no
`query` clause runs once per tick, as before.
### Conditions
A query selects on more than *which* components an entity has. `where` is an
A query selects on more than *which* properties an entity has. `where` is an
ordinary expression evaluated with the bindings in scope, so entities can be
matched on their field values:
```ludic
# doc-check: skip — a bare system clause, not a whole declaration
# doc-check: skip — a bare handler clause, not a whole declaration
query (b, s) [Battle, Stats] where b.hp <= 0 and s.level > 3
```
The same `where` works on an inline `for (…) in query […]`.
`where` is evaluated **per candidate entity**, so it is the wrong place for a
guard that concerns the whole system (`where reg(R_MODE) != 1` would re-read the
register for every entity). Keep whole-system guards in the body of a system
guard that concerns the whole handler (`where reg(R_MODE) != 1` would re-read the
register for every entity). Keep whole-handler guards in the body of a handler
with no `query` clause, wrapping an inline query — as `CleanBattle` does in
`examples/chronorift/combat.ludic`.
@ -247,6 +247,46 @@ there is no per-tick array of matched entities. Consequences worth knowing:
* An entity **spawned during the loop at a higher id is visited in the same
tick**. Spawn into a later phase if you don't want that.
## Annotations
Declarations carry `@annotations` in front of them — `@export`, `@edge`, `@pure`,
`@deterministic` — one uniform channel rather than a set of prefix keywords. Two
annotations replace a clause with a decorator.
**`@Queries` — a handler's query as a decorator.** Instead of the `query (v) […]`
clause, a handler annotates its query, with each property's constraints written
inline and the model given as `on:`:
```ludic
# doc-check: skip — composite: a handler plus its property/model declarations
property Transform { x: int = 0, scale: int = 1 }
property Velocity { dx: int = 0, dy: int = 0 }
model Actor { Transform, Velocity }
@Queries(these: [Transform{scale > 0}, Velocity{dx > 0 or dy > 0}], on: Actor)
handler Move phase Update {
Transform.x = Transform.x + Velocity.dx # each property is bound by its name
}
```
It desugars to the ordinary loop
```ludic
# doc-check: skip — the desugaring of the @Queries above
for (Transform, Velocity) in query [Transform, Velocity, {Actor}]
where Transform.scale > 0 and (Velocity.dx > 0 or Velocity.dy > 0) { … }
```
— each listed property becomes a binding **named after itself**, a
`Prop{constraint}` block reads its bare names as fields of `Prop`, and `on: Model`
adds a `{Model}` tag filter. The body runs once per matching entity.
**`@Handles` — the handlers a program drives.** Written in front of the
`program`, `@Handles(Move)` names the handlers it uses. It parses and reads as
documentation; every declared handler still runs (registration is implicit).
See [`examples/annotations.ludic`](examples/annotations.ludic).
## Structs, arrays and slices
`struct` is the aggregate that is *not* tied to an entity — a plain record, for
@ -442,7 +482,7 @@ ints (`0xff8800`).
# ui_focus(id) ui_focused()->int ui_visible(id,bool)
# assets load_png(path)->id (decodes a PNG; returns a 16x16 sprite id)
# input key()->int (current frame's key code, 0 if none)
# state reg(i)->int setreg(i,v) (64 integer resources shared by systems)
# state reg(i)->int setreg(i,v) (64 integer resources shared by handlers)
# entity self()->entity
# save save() load()->bool (binary snapshot of the whole ECS World)
# control quit() print_int(i)
@ -453,10 +493,10 @@ ints (`0xff8800`).
## Tooling
```bash
ludicc game.ludic -o build/game # native binary (windowed for a game)
ludicc game.ludic --headless -o g # headless build (renders out.ppm; reads stdin)
ludicc game.ludic --emit-llvm -o g.ll # stop at LLVM IR
ludic game.ludic # compile AND run (forwards the exit code)
ludicc app.ludic -o build/app # native binary (windowed for a game)
ludicc app.ludic --headless -o app # headless build (renders out.ppm; reads stdin)
ludicc app.ludic --emit-llvm -o app.ll # stop at LLVM IR
ludic app.ludic # compile AND run (forwards the exit code)
```
`ludicc` (compile) and `ludic` (compile-and-run) are one multi-call binary built
@ -464,7 +504,7 @@ by `./build-cli.sh`. **[COMPILING.md](COMPILING.md) is the authoritative CLI
reference** — the full flag set (`-o`, `--windowed`, `--headless`, `--emit-llvm`,
`--save-temps`, `--run`), the `LUDIC_HOME` / `LUDIC_CC` environment variables,
and the IR-to-stdout bootstrap contract (no `-o`, invoked as `ludicc`) that
`build.sh` / `reseed.sh` rely on. The default mode is auto: a file with `system`s
`build.sh` / `reseed.sh` rely on. The default mode is auto: a file with `handler`s
links windowed, otherwise headless; an explicit flag always wins.
The retired C driver's `--shared`, `--fmt`, `-c`, cross-compile (`--target`) and
@ -502,7 +542,7 @@ Emacs, Sublime and Zed, are in `tools/editors/` — see
- `examples/chronorift.ludic` — a co-op JRPG (overworld, dungeon, boss, shop,
save) using CC0 Kenney sprites. Split across `chronorift/*.ludic` via `import`,
built on archetypes.
built on models.
- `examples/menu.ludic` — a retained-UI title screen (9-slice panel, TrueType
labels, focusable buttons).
- `examples/snake.ludic` — Snake, no assets — same compiler, proving generality.
@ -519,7 +559,7 @@ are future work.
- **`scene` / `layer` / `on enter` / `on exit`** — the state-machine-over-scenes
sugar is documented above but not parsed by the self-hosted compiler yet.
- **`reads` / `writes` clauses** — parsed and reserved on the system node, but no
- **`reads` / `writes` clauses** — parsed and reserved on the handler node, but no
analysis pass consumes them.
- **`[T; N]` fixed arrays** — documented above, but `ptype` parses only `[]T`
slices; fixed inline arrays are not accepted yet. Use `[]T` slices.
@ -542,9 +582,9 @@ as near-term — are now implemented and self-hosting; their lowerings are in
> `machine`, as `examples/chronorift` does. This section describes the intended
> syntax for when scene support lands.
A game is usually several mutually-exclusive states — a title screen, the
A program is usually several mutually-exclusive states — a title screen, the
overworld, a battle — and the usual way to write that is a mode register
consulted at the top of every system. `scene` makes it structure instead:
consulted at the top of every handler. `scene` makes it structure instead:
```ludic
# doc-check: skip — illustrative: elided bodies
@ -569,23 +609,23 @@ scene Overworld {
- Exactly **one scene is active**. The one marked `start` runs first (or the
first declared, if none is marked).
- A scene's systems only run while it is active. Systems declared outside any
- A scene's handlers only run while it is active. Handlers declared outside any
scene are global and run every frame regardless.
- **Layers group systems and declaration order is draw order**: within a phase,
global systems run first, then the active scene's layers in the order they
- **Layers group handlers and declaration order is draw order**: within a phase,
global handlers run first, then the active scene's layers in the order they
were written — so `Hud`'s `Render` paints over `World`'s.
- `on enter` / `on exit` are lifecycle hooks, not phases. Scene setup goes in
`on enter`; a layer system may not use phase `Start`.
`on enter`; a layer handler may not use phase `Start`.
- `enter Name` transitions: the current scene's `on exit` runs, the active scene
becomes `Name`, and its `on enter` runs. Inside a layer system the compiler
becomes `Name`, and its `on enter` runs. Inside a layer handler the compiler
knows which scene is leaving, so a transition costs two direct calls and a
store — there is no dispatch table.
`examples/scenes.ludic` is a runnable demonstration of the ordering rules.
## Queries in a system signature
## Queries in a handler signature
When a system's whole body is one query loop, the loop header can move into the
When a handler's whole body is one query loop, the loop header can move into the
declaration:
```ludic

View file

@ -48,7 +48,7 @@ self-hosted native toolchain.)
| `runtime/web/platform.js` | the browser's window — the same five `win_*` functions `cocoa.ll` implements, against a `<canvas>` |
| `runtime/web/index.html` | the page a web build is served from |
| `tools/ludic-web/run.mjs` | runs a headless wasm build under Node, so native and wasm output can be diffed |
| `examples/chronorift.ludic` | the JRPG written in Ludic (multi-file via `import`, archetype-based) |
| `examples/chronorift.ludic` | the JRPG written in Ludic (multi-file via `import`, model-based) |
| `examples/menu.ludic` | a retained-UI title screen (9-slice, TrueType, focusable buttons) |
| `examples/snake.ludic` | a second, unrelated game — proves the language is general (same toolchain, no engine hardcoding) |
| `build.sh` | `./build.sh examples/<name>.ludic` |
@ -119,10 +119,10 @@ same highlighting, checking and formatting as the source tree.
## Language features implemented
- `component` (typed fields + defaults), `system` (`phase`, `@annotations`,
- `property` (typed fields + defaults), `system` (`phase`, `@annotations`,
`reads`/`writes` clauses), `const`, `fn` (with `requires`/`ensures` parsed).
- `archetype` — named entity **kinds** (bundles of components); identity is one
int per entity, replacing empty tag components. Filter with `{Kind}`.
- `model` — named entity **kinds** (bundles of properties); identity is one
int per entity, replacing empty tag properties. Filter with `{Kind}`.
- `import "file"` — multi-file programs (fragments spliced in, include-guarded,
per-file diagnostics).
- ECS queries: `for (a, b) in query [A, B, {Tag}] where <expr> { … }`.
@ -165,7 +165,7 @@ Controls:
- [x] Compiler pipeline: Ludic → LLVM IR → native binary / shared library
- [x] No C generated, compiled or linked in a build; runtime written in Ludic
- [x] Cross-compilation to ELF (x86-64, aarch64) and Windows COFF
- [x] ECS runtime (components, systems, phases, queries, entity pooling)
- [x] ECS runtime (properties, systems, phases, queries, entity pooling)
- [x] Windowed 2D rendering (Cocoa driven from LLVM IR) + headless PPM verification
- [x] CC0 Kenney PNG sprites (`load_png`, decoder written in Ludic) + scrolling camera
- [x] Overworld: tilemap, movement, collision

View file

@ -343,7 +343,23 @@ Full generation-from-one-list (emit the editor files from a manifest) was not
needed: the bidirectional *checks* give the same guarantee — nothing can drift
without CI failing — without a code-generation step to maintain.
**Phases 1–5 are complete.** All thirteen findings are resolved or resolved by an
**Phases 1–5 are complete.**
### Phase 6 — vocabulary rename + annotation DSL ✅ DONE (follow-on request)
Renamed the core nouns: `game`/`module` → `program`, `main` → `entry`,
`component` → `property`, `archetype` → `model`, `system` → `handler`. Done via a
transitional self-hosting bootstrap (accept both → reseed → move the compiler's
own source to new keywords + tighten → reseed); old keywords now rejected.
Token-safe corpus migration ([rename_kw.c](tools/ludic-tools/rename_kw.c)), goldens
byte-identical. Reconciled the LSP indexer, editor vocab, check-docs wrapper, and
docs; fixed two pre-existing toolchain bugs (a `set -e` bug in build-tools.sh that
blocked all editor-binary rebuilds, and a stale LSP test offset).
Added an **annotation DSL**: `@Queries(these: [Prop{constraint}, …], on: Model)` on
a handler desugars to the existing `S_QUERY` loop (each property binds by its own
name; a `Prop{…}` constraint qualifies its bare fields; `on:` adds a `{Model}`
tag), and `@Handles(…)` on a program parses as documentation. See
[examples/annotations.ludic](examples/annotations.ludic); test.sh 15/15. All thirteen findings are resolved or resolved by an
explicit, documented decision.
---

View file

@ -0,0 +1,30 @@
# annotations.ludic — the annotation-first style. A handler's query is an
# @Queries decorator instead of a clause, and the program lists the handlers it
# drives with @Handles. Both lower to the same code the older spellings did.
@Handles(Move)
program RPG2D {
property Transform { x: int = 0, y: int = 0, scale: int = 1 }
property Velocity { dx: int = 0, dy: int = 0 }
model Actor { Transform, Velocity }
handler Spawn phase Start {
spawn Actor { Transform { x: 0, scale: 2 } Velocity { dx: 3, dy: 1 } }
spawn Actor { Transform { x: 0, scale: 0 } Velocity { dx: 9, dy: 9 } }
}
# Move every Actor whose scale is positive and that is actually moving. The
# query lives in the annotation; each bound property is addressed by its own
# name in the body (`Transform`, `Velocity`), and a constraint like
# `Transform{scale > 0}` reads `scale` as a field of Transform.
@Queries(these: [Transform{scale > 0}, Velocity{dx > 0 or dy > 0}], on: Actor)
handler Move phase Update {
Transform.x = Transform.x + Velocity.dx
Transform.y = Transform.y + Velocity.dy
}
handler Report phase Render {
for (t) in query [Transform] { print_int(t.x); print_int(t.y) }
quit()
}
}

File diff suppressed because it is too large Load diff

View file

@ -281,11 +281,13 @@ fn already_loaded(full: ptr) -> bool {
# `@pure`, `@deterministic`, … — one channel, not a zoo of prefix keywords.
fn parse_one_decl() -> void {
let is_export = false
let qspec: Node = ptr_null()
while is_op("@") {
pi = pi + 1; let a = eat_id() # collect a leading @annotation
if streq(a, "export") { is_export = true }
if is_op("(") { let d = 0 # optional @anno(args) — skipped
while true { if is_op("(") { d = d + 1 }; if is_op(")") { d = d - 1 }; pi = pi + 1; if d == 0 { break } } }
if streq(a, "Queries") { qspec = parse_queries_anno() } # @Queries(these: [...], on: ...)
else { if is_op("(") { let d = 0 # any other @anno(args) — parsed and skipped
while true { if is_op("(") { d = d + 1 }; if is_op(")") { d = d - 1 }; pi = pi + 1; if d == 0 { break } } } }
skipnl()
}
if is_id("import") { pi = pi + 1
@ -299,7 +301,14 @@ fn parse_one_decl() -> void {
if is_id("enum") { push(prog, parse_enum()); return }
if is_id("property") { push(prog, parse_component()); return }
if is_id("model") { push(prog, parse_archetype()); return }
if is_id("handler") { push(prog, parse_system()); return }
if is_id("handler") {
let h = parse_system()
if not ptr_is_null(qspec) { # @Queries wraps the body in its S_QUERY
qspec.a = h.a
let wrap = node(N_BLOCK); push(wrap.kids, qspec); h.a = wrap
}
push(prog, h); return
}
if is_id("ui") { push(prog, parse_ui()); return }
if is_id("var") { push(prog, parse_var()); return }
if is_id("const") { push(prog, parse_const()); return }
@ -340,8 +349,15 @@ fn parse_program() -> void {
loaded_paths = new []ptr
skipnl()
g_game_name = "Ludic"
# imports may precede the game block
# imports may precede the program block
while is_id("import") { pi = pi + 1; let t = toks[pi]; let rel = t.text; pi = pi + 1; do_import(rel); skipnl() }
# @annotations on the program itself (e.g. @Handles(Movement)) — parsed, skipped
while is_op("@") {
pi = pi + 1; let a = eat_id()
if is_op("(") { let d = 0
while true { if is_op("(") { d = d + 1 }; if is_op(")") { d = d - 1 }; pi = pi + 1; if d == 0 { break } } }
skipnl()
}
if is_id("program") { pi = pi + 1; g_game_name = eat_id(); skipnl(); eat_op("{") }
while true {
skipnl()

View file

@ -84,6 +84,62 @@ fn parse_query_for() -> Node {
return n
}
# ---- @Queries annotation -----------------------------------------------------
# `@Queries(these: [Prop{constraint}, ...], on: Model)` on a handler is an
# annotation spelling of the `for (Prop, ...) in query [Prop, ..., {Model}]
# where <constraints> { body }` loop. It desugars to the same S_QUERY node, so
# the whole query backend (iteration, filters, binding, break/continue) is reused.
fn mk_and(a: Node, b: Node) -> Node {
if ptr_is_null(a) { return b }
let n = node(E_BIN); n.s = "and"; n.a = a; n.b = b; return n
}
# In `Prop{scale > 0}` the bare names are fields of Prop; qualify each to
# `Prop.field` (the binding var is the property name) for the desugared where.
fn qualify_fields(e: Node, prop: ptr) -> Node {
if ptr_is_null(e) { return e }
if e.kind == E_ID {
let m = node(E_MEMBER); let base = node(E_ID); base.s = prop; m.a = base; m.s = e.s; return m
}
if e.kind == E_BIN { e.a = qualify_fields(e.a, prop); e.b = qualify_fields(e.b, prop); return e }
if e.kind == E_UN { e.a = qualify_fields(e.a, prop); return e }
return e
}
# parse `(these: [...], on: Model)`, returning an S_QUERY with its vars/terms/where
# filled in (the body `.a` is attached by the caller once the handler is parsed).
fn parse_queries_anno() -> Node {
eat_op("(")
let qn = node(S_QUERY)
let terms = node(N_BLOCK)
let wh: Node = ptr_null()
while not is_op(")") {
skipnl()
if is_op(")") { break }
let key = eat_id(); eat_op(":")
if streq(key, "these") {
eat_op("["); skipnl()
while not is_op("]") {
let pname = eat_id()
let v = node(E_ID); v.s = pname; push(qn.kids, v) # binding var = property name
let t = node(E_ID); t.s = pname; t.ival = 0; push(terms.kids, t)
if is_op("{") { pi = pi + 1; let ce = expr(); eat_op("}"); wh = mk_and(wh, qualify_fields(ce, pname)) }
if is_op(",") { pi = pi + 1 }
skipnl()
}
eat_op("]")
} else { if streq(key, "on") {
let mname = eat_id(); let t = node(E_ID); t.s = mname; t.ival = 1; push(terms.kids, t) # {Model} tag
} else { expr() } } # unknown key: skip its value
if is_op(",") { pi = pi + 1 }
skipnl()
}
eat_op(")")
qn.c = terms; qn.b = wh
return qn
}
fn parse_spawn() -> Node {
pi = pi + 1; let n = node(S_SPAWN); n.s = eat_id(); skipnl(); eat_op("{")
while true {

View file

@ -50,6 +50,11 @@ qsmoke() { # name
else bad "$n: $(tail -1 /tmp/qs.out)"; fi
}
qsmoke qdecl
# @Queries desugars to a query loop; @Handles parses. Check the desugared behavior.
if ./selfhost/game-build.sh build/ludicc examples/annotations.ludic "/tmp/ludic_ann" >/tmp/ann.out 2>&1 \
&& [ "$(/tmp/ludic_ann | tr '\n' ' ')" = "3 1 0 0 " ]; then
ok "annotations.ludic (@Queries desugars to a query, @Handles parses)"
else bad "annotations: $(tail -1 /tmp/ann.out)"; fi
# --- Toolchain-agent CLI smoke tests append below this line ---
echo "== self-hosted front-end binaries (ludicc / ludic) =="
# The two commands are one multi-call native binary built from the seed with