A barrel's 'module NAME' makes its directory a module; a declaration other modules
use says 'export'. Private use from another module is an error naming the module
and where to mark it; 'friend module' sees everything (a test harness); a file in
no module is public and a package keeps its own module. LUDIC_VIS_REPORT=1 lists
every violation instead of stopping, so a codebase can be given its exports first.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Listeners are compiled into one @ev_<E> function and return branched to its exit, so every
listener declared after one that returned early - and every foreign listener - never heard
the event. The per-kind listener shape (return unless it is my kind) answered only the
first-declared kind. examples/events/answer.ludic holds it; seed regenerated.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
`float` (32-bit) and `double` (64-bit) with + - * / %, comparisons and unary minus.
Decimal literals take their type from context and stay `fixed` elsewhere; int and long
promote implicitly (LUDIC_WARN_FLOAT_PROMOTE=1 lists every promotion). float(), double(),
int(), long() and fixed() convert; floats(n)/doubles(n) buffers; float fields, globals,
constants and parameters; Math.* computes in float for float arguments; string/print
write the shortest round-tripping decimal; float_bits/float_from_bits expose the bits.
@deterministic code may not use floats. The f_* runtime helpers stay as they are.
Editors know the new type words; the JetBrains plugin is 1.5.0.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
- `[a, b, c]` list literals (E_LIST → emit_list); static_type learns
slice-element, `new T`, list, string and literal kinds
- `x op= y` lowers through the same path as `x = x op y` (emit_bin_vals):
fixed `*=`/`/=` use the Q16.16 64-bit paths, string `+=` concatenates,
int→long widens; unary `-` keeps a fixed operand's type (arith_ty)
- one `unescape()` table for "strings", 'chars' and `interpolation`;
`'\''`, `'\\'`, `'\"'` no longer read as 0; unterminated char literals
and unexpected characters are errors instead of silently skipped
- every diagnostic is `file:line: error: msg` (g_parse_file / g_err_file,
Node.file + Node.line set by node()); tok_desc() in expectation errors;
duplicate `function` names and unknown `phase` names are reported in
source terms (phase_id used to default unknown phases to Overlay)
- interpolation holes skip braces inside string literals
- hand-IR preludes move from the user `@fn_` prefix to `@lp_` so a user
`is_ws` / `str_eq` / `path_join` no longer collides at link time
- `@ClearColor(expr)` accepts any constant expression; `Os.pid()` added
(docs page + inventory); `str_starts()` in support/str
- main.ludic: `else if` flag ladder, char literals, stale script comments
- examples/lang/operators.ludic covers all of the above; os.ludic covers
Os.pid; docs pages for Os.pid and the Overlay phase; ten changesets
- reseeded: selfhost/ludicc.seed.ll is the new compiler's own fixpoint
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Closes the two open issues and lands the pending unreleased batch:
- #90: `Sprite { atlas: 1 }` routes esys_sprite through atlas_draw_ex
(scale/flip/tint), so cell / cell_span / strip ids of any size draw
through the engine sprite-render system. examples/library/sprite_atlas
is the pixel-readback regression.
- #91: `become` from an @On(Event) listener / global handler / plain
function no longer segfaults the compiler; it emits @L_scene_leave()
(a dispatch on the live scene id) so the leaving scene's on-exit runs.
UI_* handles are readable from any code (widget table built on first
use). examples/library/scene_menus covers it.
- fix: a windowed `ludicc -o` build that reaches the audio runtime only
through the atlas/Assets preload import now links audio.ll +
AVFoundation (the audio backend link was gated on a game-level
Audio.* call, so any windowed game declaring Sprite failed to link).
- the hand-written "Unreleased" CHANGELOG section is converted to
changesets under changes/ so `x release` generates it.
- plus the batch: engine-driven retained UI + UiClicked event, Overlay
phase, TileSkin tilemap-render system, Key.* constants, Font/Ui/File
namespaces, Sprite.strip, prefabs, managers, countdown fields,
enum-typed machines, layer @Queries, ludic.prefs / ludic.dungeon
packages, Ai.seek pathing, Solids.solid2, cursor confine (mode 3)
fix, shooter centre-aim fix, reserved-word function diagnostic.
Verified: x test (124/124), x test-tools, check-impl, check-vocabulary,
check-docs, docs-gen + docs-check, bootstrap-cfree (seed is a fixpoint).
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
#79 — Input.axis_i(neg,pos) -> int returns a -1/0/1 movement intent from the
multi-key device set, so WASD-to-movement needs no bool->int glue and feeds an
int mover directly (dx = Input.axis_i('a','d')).
#84 — a Bounds config entity (rect + policy, from ludic.core) drives the
engine-owned world-bounds system (LateUpdate): clamp / wrap / bounce (clamp +
flip Body velocity) / kill (despawn a body fully outside). Reads the Collider
size so the box stays inside; off by default, spliced only when Bounds is
declared (byte-identical otherwise). Adds World.despawn(e) — the by-id
reflective despawn (runs @OnDespawn + frees) via a new world_despawn intrinsic
whose @fn_world_despawn helper is emitted in emit_program's tail once a use is
seen (the g_uses_* prelude pattern), used by the kill policy and callable from
any system.
Examples input_movement + world_bounds. Full suite 112/0, goldens
byte-identical, fixpoint holds.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The reference six-lever controller: Platformer component (jump feel as data),
decomposed input/move/gravity/jump/anim engine sub-systems (each disable-able),
JumpRequested/Landed/StateChanged events, gravity policy enum, and the opt-in
scaffolding (moving/crumble platforms w/ rider carry, pickups+score, springs,
hazards+Life, checkpoints/goal). Reuses the shared esys_move collision.
Also fixes a latent SSA-name collision in ludic_sweep_entity that triggered
once a program declared >=11 events. Reseeded; C-free fixpoint holds.
3 new regression cases (100 passed, 0 failed).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Shared building blocks for the builtin gameplay controllers (#57): the
ludic.gameplay source package (Cooldown timer, Stats + timed modifier stack,
Faction table, Combat damage pipeline with cancel/mutable hooks), plus the
compiler `disable system <esys_fn>` extensibility lever. Deterministic,
integer-only; C-free bootstrap fixpoint holds.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Registry-izes the two hooks that made stdlib namespaces and engine systems
compiler-hardcoded, so a package registers them with no compiler edit — the
Phase-1 prerequisite for shipping the controller libraries (#58–#61) as real
packages rather than in-repo stdlib.
- Engine systems are a data-driven registry (component, esys-fn, phase). The
core three (SpriteAnim/Motion — Update, Light2D — Render) are seeded in that
exact order, so uses_engine_systems / emit_engine_systems_for_phase are now
registry-driven with byte-identical output (verified: anim_ecs, light_ecs,
snake IR unchanged; 87/0 golden renders; C-free fixpoint holds). A package
appends with `@EngineSystem(Component, Phase)` on its esys function.
- Namespaces are a registry too: a package marks a provider with
`@Namespace(Foo)`, and emit_ns_call aliases an otherwise-unknown Foo.method to
the bare foo_method (the same generic path the core namespaces use) — after
every hardcoded core block, so core dispatch is untouched.
- Both annotations are keyword-free (like #64's @System), so no vocabulary /
grammar churn.
Proven end-to-end (hermetic, source path, runs everywhere): a package registers
Score + esys_score via @EngineSystem and coach_bonus via @Namespace; a consumer
game imports it and prints "4 99" — the engine system ran each Update and
Coach.bonus() dispatched, with no compiler edit for the package. Package suite
18/0.
Core stdlib namespaces stay on their optimized hardcoded blocks by design
(byte-identity + determinism); the generic path is proven to carry a namespace
and packages ride it.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The runtime + compiler foundation for prebuilt binary packages, over the
existing reflection C-ABI (EV0–EV8 already gives dynamic components via
ludic_register_prop).
- ludic_register_system(fn, phase) + a registry the frame loop dispatches after
each phase's own handlers — the systems analogue of ludic_register_prop,
mirroring the EV6 foreign event-listener array. Emitted for every ECS program;
a zero-length registry means a non-hosting game is output-identical.
- --emit-module: compile a package to a position-independent module — no main,
no world table — that declares the host reflection ABI it calls and carries a
load-time constructor which registers its @System(Phase) functions and runs
module_init (where it registers its dynamic components). Built as a dylib with
-undefined dynamic_lookup, it binds ludic_* back to the host image at load.
- @System(Phase) annotation marks a module function as a runtime-registered
system; the compiler supplies its address (Ludic source cannot take one).
- The reflection ABI (world table) is now emitted for every ECS program, so any
game can host binary modules with no flag; unused defs dead-strip at -O2, so
golden renders stay byte-identical and the C-free bootstrap fixpoint holds.
Proven end-to-end: a module dylib registers a component + an Update system; a
host game that never saw its source links it and the system mutates the shared
world each frame. Full suite 87/0, test-tools 30/0, fixpoint intact.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The ergonomic layer over the engine-owned SpriteAnim/Motion systems (#43):
- Named clips: Anim.clip("run", frames, fps, mode) registers a clip by name and
Anim.play(entity, "run") plays it; Anim.play(entity, fps, frames, mode) sets
the clip directly. A name-keyed registry in systems.ludic.
- Frame events: Anim.on_frame(entity, frame) arms optional SpriteAnim
event_frame/event_fired fields; the engine flags the tick the clip first lands
on that frame, and Anim.fired(entity) reads it — the game reacts, so it stays
inside the no-runtime-dispatch event model.
- Motion.to(entity, from, to, dur, ease) starts a value tween over the Motion
component in one call (reflection-ABI writes, resetting the timer).
- Fluent Tween handles (runtime/native/tween.ludic): Tween.to / Tween.chain /
Tween.delay build a sequenced, disposable handle advanced by a new engine-owned
system (esys_tween, run each Update tick); Tween.value / Tween.done /
Tween.parallel / Tween.stop read and control it. The 1-arg Tween.done(handle)
is disambiguated from the 2-arg pure Tween.done(timer, dur).
Splicing: g_uses_anim_rt pulls in systems.ludic; g_uses_tween_rt pulls in
tween.ludic and inserts esys_tween into the Update phase. All integer and
deterministic, so animation and motion reproduce exactly under replay/lockstep.
Worked example + regression: examples/library/anim_sugar.ludic
(4 8 2 1 0 100 100 0 0 1 20 20 30 0 1). Twelve new docs pages (Anim, the new
Motion namespace, Tween handles). Full suite 77 passed, self-host C-free fixpoint
intact, no golden drift.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Adds the ECS hook issues #43 and #47 named as their real dependency: a
system the *engine* owns, inserted into the frame loop over a component a
game merely declares and carries — no `handler` wired.
- runtime/native/systems.ludic: esys_spriteanim (SpriteAnim frame advance:
loop/once/pingpong) and esys_motion (Motion value tween: linear/in/out/
in-out), both on the by-name reflection ABI, integer + deterministic.
- backend: emit_engine_systems_for_phase inserts the calls after every user
handler in a phase (auto-loop and the drivable tick helpers alike);
uses_engine_systems() drives the systems.ludic splice, the world-table
force-emit, and makes a component-only game count as a systems game.
- A game that declares neither component is byte-for-byte unchanged.
Worked example + regression: examples/library/anim_ecs.ludic. Full suite
73 passed, self-host C-free bootstrap fixpoint intact.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Split the flat 38-file selfhost/ into concern-based subdirectories:
frontend/ lex, parse, parse_game, ast
support/ str, buf, io
backend/ core IR + expression/statement lowering
backend/game/ ECS/scene/event/world lowering
backend/stdlib/ the namespaced Math.*/Text.*/Crypto.*/… intrinsics
and split the three oversized emitters at responsibility boundaries so
no file mixes concerns:
emit_game.ludic -> + emit_world.ludic (reflection world table,
tick helpers, @main synthesis)
emit_expr.ludic -> + emit_call.ludic (namespaced builtins, call
lowering, expr dispatch)
emit_text.ludic -> + emit_text_prelude.ludic (emitted string-builder runtime)
FRAGS in tools/x/selfhost.ludic is updated to the new paths with the link
order preserved, and the Python doc/vocabulary tooling is updated to walk
the new layout. Because the build is a plain in-order concatenation and
every split lands on a blank-line boundary, the regenerated seed is
byte-identical: `x reseed` leaves selfhost/ludicc.seed.ll unchanged,
`x bootstrap-cfree` still reaches its fixed point, and both `x test` (56)
and `x selfhost-test` (29, incl. golden renders) stay green.
Closes#29
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>