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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# ============================================================================
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# snake.ludic — a small, complete game in Ludic. No sprites or assets: every
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# pixel is drawn from primitives. Build: bin/x app examples/snake.ludic
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#
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# It shows the everyday shape of a Ludic game: an ECS for the moving parts (one
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# entity per snake segment), named program state for the rest, and a Render
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# handler that paints the frame with the Screen API and named colors.
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# ============================================================================
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program Snake {
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property Pos { x: int = 0, y: int = 0 }
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property Seg { order: int = 0 } # 0 = head, 1.. = body toward the tail
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const GRID_W: int = 20 # playfield, in tiles
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const GRID_H: int = 15
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const TILE: int = 16 # pixels per tile
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const DIR_UP: int = 0
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const DIR_DOWN: int = 1
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const DIR_LEFT: int = 2
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const DIR_RIGHT: int = 3
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const MODE_PLAY: int = 0
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const MODE_OVER: int = 1
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# ---- the game's whole state, named ----------------------------------------
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var direction: int = DIR_RIGHT
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var length: int = 3
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var tick: int = 0
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var food_x: int = 14
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var food_y: int = 7
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var mode: int = MODE_PLAY
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var score: int = 0
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var ate: int = 0 # did the head reach the food this step?
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var tail_x: int = 0 # where the tail sat before it moved (grow here)
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var tail_y: int = 0
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var acked: int = 0 # game-over key must be released before restart
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# ---- custom shades this game uses (values the named palette doesn't carry) -
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const SHADE_BG: int = 0x0d1020 # backdrop behind the board
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const SHADE_TILE_A: int = 0x141a2e # checkerboard, light square
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const SHADE_TILE_B: int = 0x10162a # checkerboard, dark square
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const SHADE_FOOD: int = 0xe0405a
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const SHADE_BODY: int = 0x40c060
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const SHADE_HEAD: int = 0x9dffb0
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const SHADE_SCORE: int = 0xffe060
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const SHADE_OVER: int = 0xff5555
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function reset(unused: int) -> int {
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for (p, s) in query [Pos, Seg] { despawn self() }
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spawn S0 { Seg { order: 0 }; Pos { x: 10, y: 7 } }
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spawn S1 { Seg { order: 1 }; Pos { x: 9, y: 7 } }
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spawn S2 { Seg { order: 2 }; Pos { x: 8, y: 7 } }
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direction = DIR_RIGHT
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length = 3
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tick = 0
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mode = MODE_PLAY
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score = 0
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food_x = 14
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food_y = 7
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return 0
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}
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handler Boot phase Start { reset(0) }
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handler Input phase Input {
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let k = Input.key()
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if mode == MODE_PLAY {
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if k == 'w' { if direction != DIR_DOWN { direction = DIR_UP } }
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if k == 's' { if direction != DIR_UP { direction = DIR_DOWN } }
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if k == 'a' { if direction != DIR_RIGHT { direction = DIR_LEFT } }
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if k == 'd' { if direction != DIR_LEFT { direction = DIR_RIGHT } }
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}
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if mode == MODE_OVER {
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if k == 0 { acked = 1 }
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if k != 0 { if acked == 1 { reset(0) } }
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}
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}
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handler Move phase Update {
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if mode == MODE_PLAY {
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tick = tick + 1
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if tick >= 6 {
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tick = 0
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# remember the tail cell, then drag every segment onto the one ahead of it
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for (pt, stg) in query [Pos, Seg] {
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if stg.order == length - 1 { tail_x = pt.x; tail_y = pt.y }
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}
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for step in 0 .. length {
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let i = length - 1 - step
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if i >= 1 {
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for (pa, sa) in query [Pos, Seg] {
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if sa.order == i {
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for (pb, sb) in query [Pos, Seg] {
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if sb.order == i - 1 { pa.x = pb.x; pa.y = pb.y }
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}
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}
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}
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}
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}
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# move the head, check the walls, check the food
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ate = 0
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for (ph, sh) in query [Pos, Seg] {
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if sh.order == 0 {
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if direction == DIR_UP { ph.y = ph.y - 1 }
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if direction == DIR_DOWN { ph.y = ph.y + 1 }
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if direction == DIR_LEFT { ph.x = ph.x - 1 }
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if direction == DIR_RIGHT { ph.x = ph.x + 1 }
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if ph.x < 0 { mode = MODE_OVER }
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if ph.x >= GRID_W { mode = MODE_OVER }
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if ph.y < 0 { mode = MODE_OVER }
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if ph.y >= GRID_H { mode = MODE_OVER }
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if ph.x == food_x { if ph.y == food_y { ate = 1 } }
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}
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}
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# self-collision: head onto any body segment
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for (ph, sh) in query [Pos, Seg] {
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if sh.order == 0 {
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for (pb, sb) in query [Pos, Seg] {
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if sb.order > 0 {
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if pb.x == ph.x { if pb.y == ph.y { mode = MODE_OVER } }
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}
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}
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}
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}
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if ate == 1 {
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score = score + 1
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spawn Body { Seg { order: length }; Pos { x: tail_x, y: tail_y } }
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length = length + 1
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food_x = Random.range(low: 0, high: GRID_W - 1)
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food_y = Random.range(low: 0, high: GRID_H - 1)
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}
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}
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}
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}
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handler Draw phase Render {
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Screen.clear(SHADE_BG)
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# checkerboard field
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for gy in 0 .. GRID_H {
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for gx in 0 .. GRID_W {
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var tile_color = SHADE_TILE_A
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if (gx + gy) % 2 == 0 { tile_color = SHADE_TILE_B }
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Screen.fill_rectangle(x: gx * TILE, y: gy * TILE, width: TILE, height: TILE, color: tile_color)
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}
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}
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# food, inset a few pixels inside its tile
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Screen.fill_rectangle(x: food_x * TILE + 3, y: food_y * TILE + 3, width: TILE - 6, height: TILE - 6, color: SHADE_FOOD)
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# every snake segment, straight from the ECS
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for (p, s) in query [Pos, Seg] {
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var seg_color = SHADE_BODY
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if s.order == 0 { seg_color = SHADE_HEAD } # the head is brighter
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Screen.fill_rectangle(x: p.x * TILE + 1, y: p.y * TILE + 1, width: TILE - 2, height: TILE - 2, color: seg_color)
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}
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Screen.draw_text(x: 6, y: 4, text: "SCORE", color: Color.White, scale: 1)
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Screen.draw_number(x: 52, y: 4, value: score, color: SHADE_SCORE, scale: 1)
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if mode == MODE_OVER {
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Screen.draw_text(x: 112, y: 104, text: "GAME OVER", color: SHADE_OVER, scale: 2)
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Screen.draw_text(x: 84, y: 140, text: "PRESS ANY KEY", color: Color.White, scale: 1)
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}
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Screen.show()
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}
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}
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