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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# toggle.ludic — enable/disable at the three ECS scopes, each a plain statement.
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# Disabling never destroys data: a property's values persist in storage, so a
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# later `enable` restores them. Queries already skip a cleared flag, so nothing
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# else in the language needs to know. Running it prints: 6 0 7 1 0
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#
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# disable P on e clears one entity's has-flag (@OnDisable / @OnEnable fire)
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# disable Model flips the model's enabled flag (its entities drop from queries)
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# disable Handler flips the handler's enabled flag (it stops running each phase)
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program Toggles {
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property Health { hp: int = 0, max: int = 100 }
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property Shield { amount: int = 0 }
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model Player { Health, Shield }
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# hooks run at the toggle point with the property's data bound by name
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@OnDisable(Shield) handler Down { print(Shield.amount + 1) } # 5 + 1
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@OnEnable(Shield) handler Up { print(Shield.amount + 2) } # 5 + 2
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handler Seed phase Start { spawn Player { Health { max: 50 }, Shield { amount: 5 } } }
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handler Run phase Render {
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for (e) in query [Player] { disable Shield on self() } # @OnDisable -> 6
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var n = 0
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for (s) in query [Shield] { n += 1 }
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print(n) # 0 — no live Shield now
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for (e) in query [Player] { enable Shield on self() } # @OnEnable -> 7, data intact
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n = 0
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for (s) in query [Shield] { n += 1 }
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print(n) # 1 — amount is still 5
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disable Player # whole model off
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n = 0
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for (p) in query [Player] { n += 1 }
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print(n) # 0 — model disabled
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quit()
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}
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}
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