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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examples/lang/lifecycle.ludic
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examples/lang/lifecycle.ludic
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# lifecycle.ludic — a game's whole lifecycle as @-hooks. Each fires at one point
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# on the timeline and reduces to ordinary code, so nothing is hidden and the
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# data-oriented model is untouched. Running it prints: 1 700 50 950 2 — one line
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# per hook, in the order the timeline reaches them.
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#
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# boot ── @OnStart ──▶ spawn ── @OnAttach, @OnSpawn ──▶ … ── @OnDespawn ──▶ quit ── @OnQuit
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program Life {
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property Health { hp: int = 0, max: int = 100 }
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property Sprite { id: int = 0 }
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model Enemy { Health, Sprite }
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# ---- program lifecycle -----------------------------------------------------
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@OnStart handler Boot { print(1) } # once, at boot
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@OnQuit handler Bye { print(2) } # once, at shutdown
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# ---- property / entity lifecycle -------------------------------------------
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@OnAttach(Sprite) handler Load { print(Sprite.id + 700) } # when a Sprite is attached
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@OnSpawn(Enemy) handler Init { Health.hp = Health.max } # constructor
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@OnDespawn(Enemy) handler Clean { print(Health.hp + 900) } # destructor (dispatched by kind)
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handler Seed phase Start { spawn Enemy { Health { max: 50 } } }
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handler Run phase Render {
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for (h) in query [Health] { print(h.hp) } # 50 — Init set hp to max
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for (e) in query [Health] { despawn self() } # Clean fires: 50 + 900 = 950
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quit()
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}
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}
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