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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# world.ludic — the data model: components, entity archetypes, constants.
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# Imported by examples/chronorift.ludic. No `game` wrapper (this is a fragment).
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property Pos { x: int = 0, y: int = 0 }
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property Actor { kind: int = 0 }
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property Stats { hp: int = 1, maxhp: int = 1, mp: int = 0, maxmp: int = 0,
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atk: int = 1, def: int = 0, lvl: int = 1, xp: int = 0, guard: int = 0 }
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property Party { slot: int = 0 }
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# Entity KINDS. Identity is stored as one integer per entity (L_kind), not as
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# an empty marker component. Query membership with {Player} / {Enemy}.
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model Player { Pos, Actor, Party, Stats } # the controllable knight
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model Ally { Party, Stats } # backline mage (no overworld body)
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model Enemy { Actor, Stats } # battle foe
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const MW: int = 40
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const MH: int = 18
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const SPR_GRASS: int = 0
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const SPR_TREE: int = 1
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const SPR_PATH: int = 2
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const SPR_HOUSE: int = 3
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const SPR_DOOR: int = 4
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const SPR_HERO: int = 5
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const SPR_SLIME: int = 6
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const SPR_SKEL: int = 7
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const SPR_BOSS: int = 8
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const SPR_MAGE: int = 9
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const SPR_FLOOR: int = 10
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const SPR_WALL: int = 11
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var game_mode: int = 0 # 0 field, 1 battle, 2 gameover, 3 victory
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var turn_phase: int = 0
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var menu_cursor: int = 0
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var encounter: int = 0
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var enemy_type: int = 0 # 0 slime, 1 skeleton, 2 boss
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var player_hit: int = 0
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var enemy_hit: int = 0
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var gold: int = 0
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var world_map: int = 0 # 0 overworld, 1 dungeon
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var boss_down: int = 0 # boss defeated flag
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var ack: int = 0 # debounce for end screens
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var potions: int = 0 # potions in inventory
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