Repository-cleanup / DX pass folding three tracker items into one coherent change, verified green end to end (`bin/x test` 49/0, `bin/x selfhost-test` 29/0, `bin/x test-tools` 29/0). #28 — curate & categorise examples/ - 42 flat entries regrouped into intent-revealing subdirs: games/, rendering/, ecs/, events/, networking/, lang/, library/ (was lib/). - chronorift dir-vs-file duplication resolved: the entry file and its import modules now live together under games/chronorift(.ludic). - Every path reference updated repo-wide (test runner, editor-tool drivers, docs/site, design docs). - New examples/README.md indexes the whole set with run commands. - Showcase examples without a self-asserting entry (hello, events, net_rt) now get a compile-only rot guard in `bin/x test`, so nothing here rots silently. #30 — text-diffable golden baseline - The 4 binary selfhost/golden/*.ppm blobs are replaced by a single selfhost/golden/renders.sha256 manifest (SHA-256 per render). Hashes are byte-identical to the old PPMs, so the baseline is unchanged — only its form. - game_case now compares framebuffer hashes; a regression shows as a changed hex line in review, not "binary files differ". - New `bin/x golden` regenerates the manifest deliberately (review with `git diff selfhost/golden/renders.sha256`). #27 — PPM & asset handling - Headless renders now write build/out.ppm, never the repo root; `x app`, `x clean`, messaging and .gitignore updated to match. Nothing is written to the working root any more. - Redundant local Kenney .zip archives removed (the art ships extracted; .gitignore already excludes *.zip). CC0 License.txt files retained. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@ -2,7 +2,7 @@
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> **Status: S0 shipped; S1–S6 are design.** The base construct — `scene` /
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> `layer` / `on enter` / `on exit` / `become`, lowered to the implicit machine of
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> §3 and §9 — is implemented and tested ([`examples/scenes.ludic`](examples/scenes.ludic),
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> §3 and §9 — is implemented and tested ([`examples/lang/scenes.ludic`](examples/lang/scenes.ludic),
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> a `bin/x test` check). The extensions in §4–§8 (scene-owned entities, richer
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> layers, the overlay stack, scene-local state, transition parameters) are still
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> design targets. This document reaches deliberately past the thin sketch so we
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@ -22,7 +22,7 @@ the language today, and a third is sketched:
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| `machine`/`state`/`become` over a register | works | dispatch on the register each frame; still one flat register, no per-state handlers or lifecycle |
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| `scene`/`layer`/`on enter`/`on exit` | **sketch only** | — |
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The sketch ([`examples/scenes.ludic`](examples/scenes.ludic)) specs:
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The sketch ([`examples/lang/scenes.ludic`](examples/lang/scenes.ludic)) specs:
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- Exactly **one scene active**; the `start` scene runs first.
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- A scene's handlers run only while it is active; handlers outside any scene are
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@ -309,7 +309,7 @@ Each is independently shippable and testable, matching how the repo phases work.
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- **S0 — parse & lower the sketch.** ✅ **Done.** `scene`/`layer`/`on enter`/`on
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exit`/`become` lowered to the implicit `machine`; the active scene is
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snapshotted per phase so exactly one scene's layers dispatch in any phase.
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[`examples/scenes.ludic`](examples/scenes.ludic) compiles, runs, and is checked
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[`examples/lang/scenes.ludic`](examples/lang/scenes.ludic) compiles, runs, and is checked
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by `bin/x test`. This is the floor everything else builds on.
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- **S1 — `@OnEnter`/`@OnExit` annotation form** (E5, cheap once S0 exists).
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- **S2 — layer toggle & pause** (E2) on top of the existing `enable`/`disable`.
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@ -317,7 +317,7 @@ Each is independently shippable and testable, matching how the repo phases work.
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layer L` flips an `@LE_<L>` flag that gates the layer's handlers (emitted only
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for toggled layers, so untouched scene programs stay byte-identical), and a
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`public` layer fires `layer_<L>_show`/`_hide` — see
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[`examples/layer_events.ludic`](examples/layer_events.ludic). Still open: the
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[`examples/events/layer_events.ludic`](examples/events/layer_events.ludic). Still open: the
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*pause* half (keep drawing while `Update` handlers suspend) and `on show`/`on
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hide` blocks.
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- **S3 — the scene stack** (E3): `push`/`pop`/`overlay`/`passthrough`. The big one.
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@ -350,5 +350,5 @@ actually lands; S4–S5 are ergonomics; S6 is a performance destination.
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---
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*Companion to [LANGUAGE.md §"Scenes & layers"](LANGUAGE.md) and the ordering
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sketch in [`examples/scenes.ludic`](examples/scenes.ludic). Supersedes nothing
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sketch in [`examples/lang/scenes.ludic`](examples/lang/scenes.ludic). Supersedes nothing
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until the compiler work in §10 lands.*
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