ludic migrate state packages <every example program> packages/ludic.lab/example/plate.ludic
1804 vars into 126 states, 64 into lets; 23498 edits in 460 files
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- runtime: HEADLESS_FRAME_PATH, STICK_DEADZONE / STICK_LEFT_X/Y, key and
byte codes as char literals throughout (`k == 'w'`, `fill(rt_map, ' ', …)`)
- ludic.gameplay/stats: drop the duplicate `stat_field` (it answered "atk"
for every build stat); Stats.base uses stats_field_name
- ludic.shooter: compare aim modes and fire patterns with AimMode.* and
WeaponPattern.* instead of raw ints; STICK_RIGHT_X/Y
- ludic.npcai: DecisionMade / brain_set_state use AiState.*
- examples/games/menu.ludic uses Font.load / Ui.* with FONT_PATH and
BACKDROP named; strings.ludic header says what it prints
- whole tree: `x = x + 1` → `x += 1` (single-term right-hand sides only),
`0 - x` → `-x`, ASCII codes → char literals; every .ludic and every
```ludic fence reformatted with the fixed formatter (whitespace only)
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
The engine already auto-ticks SpriteAnim/Motion; it now auto-DRAWS too.
Declare a Sprite component (id/offx/offy/scale/flip/tint/hidden, shipped from
ludic.core) on an entity with a Position and esys_sprite draws it each Render
frame — no hand-written Render handler, no hand animation (adds the SpriteAnim
frame when present). Registered on the engine-system registry (Render) and
spliced only when the game declares Sprite, so a game that never declares it
compiles byte-identically; opt out by omitting Sprite or `disable system
esys_sprite`.
Deprecates the bare draw_sprite/draw_sprite_scaled globals in favour of
Screen.sprite/Screen.sprite_scaled: a direct bare call emits a one-time
compile-time deprecation note (the bare form still lowers, since Screen.sprite
uses it); migrates the chronorift demo to the namespaced calls (golden render
byte-identical).
Example sprite_render (pixel-readback: engine draws the sprite, respects
hidden). Full suite 109/0, goldens byte-identical, fixpoint holds.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>