# Examples A curated tour of Ludic, grouped by intent. Every example here is exercised by the test suite (`bin/x test` / `bin/x selfhost-test`), so nothing in this directory silently rots. Run any program straight from the repository root (so `assets/` resolves): ```sh bin/x app examples/games/snake.ludic # compile + open a real window bin/x app examples/games/snake.ludic --headless # render one frame to build/out.ppm bin/ludic examples/lang/offline_rewards.ludic # compile + run a plain program ``` ## `games/` — complete, windowed games | Example | What it shows | |---|---| | [`games/snake.ludic`](games/snake.ludic) | A full game from primitives: input, grid, growth, collision, score. | | [`games/menu.ludic`](games/menu.ludic) | A retained-UI title screen — the UI declared as data. | | [`games/chronorift.ludic`](games/chronorift.ludic) | A 2D co-op JRPG: overworld, dungeon, random encounters, turn battle, boss, save. The entry file `import`s the modules under [`games/chronorift/`](games/chronorift/). | ## `rendering/` — drawing primitives | Example | What it shows | |---|---| | [`rendering/draw_prims.ludic`](rendering/draw_prims.ludic) | The extended `Screen.*` primitives — line, circle, triangle, fill, sprite. | ## `ecs/` — the entity-component world | Example | What it shows | |---|---| | [`ecs/hello.ludic`](ecs/hello.ludic) | The smallest program that exercises the ECS pipeline. | | [`ecs/world_get.ludic`](ecs/world_get.ludic) | Reflection: read/write a component by name. | | [`ecs/world_scan.ludic`](ecs/world_scan.ludic) | Reflection: scan the world and identify each entity. | | [`ecs/world_query.ludic`](ecs/world_query.ludic) | Reflection: iterate the world by property. | | [`ecs/world_spawn.ludic`](ecs/world_spawn.ludic) | Reflection: a mod spawns a fresh entity by model id. | | [`ecs/world_mixed.ludic`](ecs/world_mixed.ludic) | Reflection: get/set through real struct offsets. | | [`ecs/world_dyn.ludic`](ecs/world_dyn.ludic) | Reflection: register a brand-new component at runtime. | ## `events/` — the event bus | Example | What it shows | |---|---| | [`events/events.ludic`](events/events.ludic) | EV0: the event-bus core — declare, `emit`, `@On`. | | [`events/mod_events.ludic`](events/mod_events.ludic) | Two listeners on one event, driven from a mod. | | [`events/cancel.ludic`](events/cancel.ludic) | EV3: cancellable (decision) events. | | [`events/recurse.ludic`](events/recurse.ludic) | EV6: re-entrant `emit` is depth-bounded — no runaway cycle. | | [`events/promote.ludic`](events/promote.ludic) | EV1: `@Public` promotes a lifecycle hook to a public event. | | [`events/prop_events.ludic`](events/prop_events.ludic) | EV1 for properties: attach/detach events. | | [`events/scene_events.ludic`](events/scene_events.ludic) | EV1 for scenes: on-enter / on-exit events. | | [`events/program_events.ludic`](events/program_events.ludic) | EV1 for the program scope: start/quit events. | | [`events/layer_events.ludic`](events/layer_events.ludic) | EV1 for layers + a `public` layer's show/hide events. | | [`events/scoped.ludic`](events/scoped.ludic) | A despawned entity drops out of subsequent event work. | ## `networking/` — deterministic multiplayer (N0–N6) Each maps to a stage of [`NETWORKING-DESIGN.md`](../NETWORKING-DESIGN.md); all run over the compiler's built-in loopback transport with zero foreign code. | Example | What it shows | |---|---| | [`networking/net_echo.ludic`](networking/net_echo.ludic) | N0: the transport seam. | | [`networking/net_snapshot.ludic`](networking/net_snapshot.ludic) | N1: whole-world snapshot to a memory buffer. | | [`networking/net_sync.ludic`](networking/net_sync.ludic) | N2: `@Sync` replication codegen. | | [`networking/net_owner.ludic`](networking/net_owner.ludic) | N3: entity ownership. | | [`networking/net_rpc.ludic`](networking/net_rpc.ludic) | N4: remote events / RPCs. | | [`networking/net_roles.ludic`](networking/net_roles.ludic) | N5: handler roles + the drivable sim. | | [`networking/net_demo.ludic`](networking/net_demo.ludic) | N6: a networked game end to end, in pure Ludic. | | [`networking/net_rt.ludic`](networking/net_rt.ludic) | A blessed server-authoritative replication runtime. | ## `lang/` — language & standard-library tour | Example | What it shows | |---|---| | [`lang/annotations.ludic`](lang/annotations.ludic) | The annotation-first style: `@Queries` / `@Computed` / `@OnSpawn` / `@Handles`. | | [`lang/qdecl.ludic`](lang/qdecl.ludic) | `@Queries` desugaring to the query system. | | [`lang/lifecycle.ludic`](lang/lifecycle.ludic) | The whole game lifecycle as `@`-hooks, in firing order. | | [`lang/detach.ludic`](lang/detach.ludic) | Structural attach/detach + `@OnAttach` / `@OnDetach`. | | [`lang/reason.ludic`](lang/reason.ludic) | Reason-carrying teardown (`@OnDespawn`: Despawned vs Quit). | | [`lang/toggle.ludic`](lang/toggle.ludic) | enable/disable at the three ECS scopes. | | [`lang/scenes.ludic`](lang/scenes.ludic) | One active scene at a time, handlers grouped into layers. | | [`lang/strings.ludic`](lang/strings.ludic) | Strings as values: compare, join, interpolate, slice. | | [`lang/rng_demo.ludic`](lang/rng_demo.ludic) | The `Random.*` extensions (value/int/sign). | | [`lang/time_demo.ludic`](lang/time_demo.ludic) | `Time.frame` / `elapsed` / `delta`. | | [`lang/offline_rewards.ludic`](lang/offline_rewards.ludic) | A worked idle-game example over the Time/Date/Duration stdlib. | ## `library/` — building and linking a shared library A how-to for compiling a `.ludic` module to a native `.dylib`/`.so`/`.dll` and linking a second program against it via `extern fn`: ```sh bin/ludicc examples/library/combat.ludic --shared -o build/libcombat.dylib bin/ludicc examples/library/arena.ludic -o build/arena -Lbuild -lcombat ``` | Example | What it shows | |---|---| | [`library/combat.ludic`](library/combat.ludic) | Exported functions callable across the C ABI. | | [`library/arena.ludic`](library/arena.ludic) | A program that links against the shared library. |