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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34
examples/library/arena.ludic
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examples/library/arena.ludic
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# ============================================================================
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# arena.ludic — a game that links the Ludic shared library next to it.
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#
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# ludicc examples/library/combat.ludic --shared -o build/libcombat.dylib
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# ludicc examples/library/arena.ludic -o build/arena -Lbuild -lcombat
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#
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# `extern fn` binds a name to a symbol resolved at link time. The library the
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# symbols come from happens to be written in Ludic, but nothing here depends on
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# that: the same declaration binds a C, Rust or Zig library just as well. This
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# is how Ludic reaches the outside world without a C shim.
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# ============================================================================
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program Arena {
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extern function damage(attack: int, armour: int, roll: int) -> int = "damage"
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extern function hits_to_kill(hp: int, attack: int, armour: int) -> int = "hits_to_kill"
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extern function xp_for(level: int, kills: int) -> int = "xp_for"
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property Fighter { hp: int = 30, attack: int = 9, armour: int = 2 }
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handler Boot phase Start {
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spawn Hero { Fighter { hp: 40, attack: 12, armour: 3 } }
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spawn Orc { Fighter { hp: 24, attack: 7, armour: 1 } }
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}
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handler Fight phase Update {
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for (f) in query [Fighter] {
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print(damage(f.attack, f.armour, 0))
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print(damage(f.attack, f.armour, 20))
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print(hits_to_kill(f.hp, f.attack, f.armour))
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}
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print(xp_for(3, 4))
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quit()
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}
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}
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46
examples/library/combat.ludic
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examples/library/combat.ludic
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# ============================================================================
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# combat.ludic — a Ludic *library*, not a game.
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#
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# `module` instead of `game` means: no entry point, no frame loop. ludicc
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# compiles this to a real shared object —
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#
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# ludicc examples/library/combat.ludic --shared -o build/libcombat.dylib
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#
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# — whose `export fn`s are ordinary C-ABI symbols. Anything that can call a
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# .dylib/.so/.dll can call these: another Ludic program via `extern fn`, a game
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# engine, a test harness, a scripting host. Non-exported functions stay private
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# to the library.
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# ============================================================================
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program Combat {
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const CRIT_MULT: int = 2
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# damage after armour, with a crit multiplier applied on an exact roll
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@export function damage(attack: int, armour: int, roll: int) -> int {
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var raw = attack - armour
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if raw < 1 { raw = 1 }
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if roll == 20 { raw = raw * CRIT_MULT }
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return raw
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}
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# how many hits to drop a target — the loop is here so the caller cannot
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# accidentally disagree with `damage` about rounding
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@export function hits_to_kill(hp: int, attack: int, armour: int) -> int {
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var left = hp
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var n = 0
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while left > 0 {
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left = left - damage(attack, armour, 0)
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n = n + 1
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}
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return n
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}
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@export function xp_for(level: int, kills: int) -> int {
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return curve(level) * kills
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}
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# private: not exported, so it is not a symbol in the library
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function curve(level: int) -> int {
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return 10 + level * level * 3
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}
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}
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