# The Ludic Language — Reference This documents the Ludic language **as actually implemented** by `compiler/ludicc.c`. Ludic is an AI-first, statically-typed, ahead-of-time compiled language for games: an ECS is built into the language, and programs compile straight to machine code. ``` program.ludic ──ludicc──▶ program.ll ──▶ program.o ──▶ native exe / shared lib (LLVM IR; no C) ``` `ludicc` lowers Ludic to **LLVM IR itself** and links the result — see [COMPILING.md](COMPILING.md) for the pipeline, `module`/`export`, and cross-targets. There is one backend: no C is generated, compiled or linked at any point, and the runtime a game calls is itself written in Ludic. ## Program structure A program is one `game` block containing declarations: ```ludic # doc-check: skip — illustrative: elided import list game Name { import ... # pull declarations in from another file component ... # data (per entity) struct ... # a plain record, not tied to an entity archetype ... # a named entity KIND (bundle of components) const ... # compile-time constants fn ... # functions extern fn ... # bind a C library symbol (FFI) system ... # behavior, grouped into phases } ``` ## Multi-file programs (`import`) ```ludic # doc-check: skip — paths resolve only inside the repo game ChronoRift { import "chronorift/world.ludic" # path is relative to THIS file import "chronorift/combat.ludic" } ``` An imported file is a **fragment**: bare declarations, no `game` wrapper. Its declarations are spliced into the importing program. Imports may appear inside the `game` block or before it, they may nest (a fragment may import fragments), and each resolved path is **include-guarded**, so importing the same file twice (even via different chains) pulls it in once. Diagnostics report the true file: ``` error: line 1: unknown type 'nope' for field Pos.x chronorift/world.ludic:1 | component Pos { x: nope = 0 } ``` ## Archetypes (entity kinds) An `archetype` names a *kind* of entity and the fixed set of components it carries. It replaces the empty "tag component" idiom: identity is stored as one integer per entity, not a parallel boolean array. ```ludic # doc-check: skip — composite: declarations and statements together component Pos { x: int = 0, y: int = 0 } component Stats { hp: int = 10 } archetype Player { Pos, Stats } # Player IS a kind, not a component archetype Enemy { Pos, Stats } spawn Player { Pos { x: 5 } } # attaches every listed component # (seeding field defaults), then overrides for (p, s) in query [Pos, Stats, {Player}] { ... } # {Player} filters by kind ``` Use `{Name}` (tag position) to filter a query by archetype — an archetype can't be *bound* to a variable since it has no fields of its own. Entity kind is part of the saved snapshot. ## Text, fonts & images The 5×7 bitmap `text` stays for zero-asset programs. For real typography, load a TrueType font and draw UTF-8: ```ludic let f = font_load("/System/Library/Fonts/Supplemental/Arial.ttf") text_ttf(f, 20, 20, "Héllo — Καλημέρα — Привет", 0xffffff, 28) # anti-aliased let w = text_w(f, "measure me", 28) # pixel width ``` The runtime ships a from-scratch TrueType engine (sfnt tables, cmap 0/4/6/12, simple + composite `glyf` outlines, quadratic Béziers, supersampled AA) and a glyph cache — no external font library. Arbitrary-size PNGs load as images: ```ludic let panel = image_load("assets/ui/panel.png") draw_9slice(panel, x, y, w, h, 10) # stretch edges/center, keep 10px corners draw_image_scaled(icon, x, y, 32, 32) ``` ## Retained UI (`ui`) UI is declared as **data** — a widget tree. The engine owns layout (stacked panels with padding / gap / alignment / grow), drawing (9-slice skins, images, TrueType text, focus highlight) and keyboard focus + activation. ```ludic ui MainMenu { panel id: Root w: 288 pad: 16 gap: 6 skin: "assets/ui/panel.png" inset: 10 align: center { label text: "CHRONO RIFT" font: reg(R_FONT) size: 26 fg: 0xffe060 align: center button id: NewGame text: "New Game" font: reg(R_FONT) size: 16 w: 236 button id: Quit text: "Quit" font: reg(R_FONT) size: 16 w: 236 } } ``` Widget types: `panel` (container + optional skin/bg/border), `col` / `row` (pure stacks), `label`, `button` (focusable), `image`, `spacer`. Props are evaluated at build time, so `font: reg(R_FONT)` reads a value the game set first. Each `id: Name` mints a `UI_Name` handle (the `ui` block name too), used from systems: ```ludic system Boot phase Start { setreg(R_FONT, font_load("…Arial.ttf")) ui_build() # construct the tree (loads skins/images) ui_open(UI_MainMenu) # make it active, focus the first button } system Nav phase Update { ui_tick(key()) # w/s move focus, space/enter activate if ui_clicked(UI_Quit) { quit() } ui_set_int(UI_HpLabel, hp) # poke dynamic values by id } system Draw phase Render { clear(0x0e0e16); ui_render(); present() } ``` See `examples/menu.ludic` for a complete title screen. ## Types | Type | Meaning | LLVM IR type | |------|---------|--------------| | `int` | 32-bit integer | `i32` | | `fixed` | Q16.16 fixed-point | `i32` | | `bool` | boolean | `i32` | | `entity` | entity handle | `i32` | | `str` | string literal | `ptr` | | `ptr` | raw address (runtime/FFI) | `ptr` | Numeric literals: `42` and `0x1affff` are `int`; a literal with a decimal point (`1.5`) is `fixed`. Arithmetic on two `fixed` values lowers to `fxmul`/`fxdiv`; mixing `int` and `fixed` promotes the `int`. Convert with `fx(i)` (int→fixed) and `flr(f)` (fixed→int). ## Components, entities, queries ```ludic # doc-check: skip — composite: declarations and statements together component Pos { x: int = 0, y: int = 0 } # typed fields with defaults component Player { } # a tag (no fields) spawn Hero { # create an entity Pos { x: 10, y: 5 } Player { } } despawn self() # remove the current entity # iterate every entity that has all listed components: for (p) in query [Pos, {Player}] { p.x = p.x + 1 } # {Tag} filters, doesn't bind for (a, b) in query [Pos, Vel] where a.x > 0 { ... } # one var per non-tag term ``` Entities are integer handles; component storage and slot reuse are generated per program. `self()` yields the entity of the innermost `query` loop. ## Systems & phases ```ludic system Move @deterministic reads [Vel] # declared data access (parsed and reserved; not yet writes [Pos] # consumed by any analysis pass — see "Not yet implemented") phase FixedUpdate query (p, v) [Pos, Vel] # the entities this system operates on { p.x = p.x + v.dx } ``` Phases run in this order every frame: **`Start`** (once at boot), then each frame **`Input` → `FixedUpdate` → `Update` → `LateUpdate` → `Render`**. `edge system` marks a system that touches the outside world. ### The `query` clause A system declares the entities it works on, alongside its phase. The body then runs **once per matching entity**, with the components bound and `self()` giving that entity — the query header is simply hoisted out of the body into the signature: ```ludic system CleanBattle phase LateUpdate query (b, p) [Battle, Pos, {Enemy}] where b.hp <= 0 { despawn self() } ``` is the same program as ```ludic system CleanBattle phase LateUpdate { for (b, p) in query [Battle, Pos, {Enemy}] where b.hp <= 0 { despawn self() } } ``` Drop `(vars)` when nothing binds: `query [{Enemy}]`. A system declares at most one query, and the number of variables must equal the number of binding terms (`{Tag}` terms filter without binding, so they don't count). A system with no `query` clause runs once per tick, as before. ### Conditions A query selects on more than *which* components an entity has. `where` is an ordinary expression evaluated with the bindings in scope, so entities can be matched on their field values: ```ludic # doc-check: skip — a bare system clause, not a whole declaration query (b, s) [Battle, Stats] where b.hp <= 0 and s.level > 3 ``` The same `where` works on an inline `for (…) in query […]`. `where` is evaluated **per candidate entity**, so it is the wrong place for a guard that concerns the whole system (`where reg(R_MODE) != 1` would re-read the register for every entity). Keep whole-system guards in the body of a system with no `query` clause, wrapping an inline query — as `CleanBattle` does in `examples/chronorift/combat.ludic`. ### Matching is lazy, not snapshotted Both forms iterate entities by id and re-check the match as they reach each one; there is no per-tick array of matched entities. Consequences worth knowing: * `despawn` of the current entity, or of one already visited, is safe. * An entity **spawned during the loop at a higher id is visited in the same tick**. Spawn into a later phase if you don't want that. ## Structs, arrays and slices `struct` is the aggregate that is *not* tied to an entity — a plain record, for the data a program keeps outside the ECS. ```ludic struct Tok { kind: int = 0, line: int = 0, next: Tok } system Lex phase Update { let t = new Tok # allocates; every field seeded from its default t.kind = 1 } ``` Struct values have **reference semantics**: a struct value is a pointer to the object, so assigning or passing one shares it rather than copying. ```ludic struct Tok { kind: int = 0, line: int = 0, next: Tok } fn bump(t: Tok) -> void { t.kind = t.kind + 1 } system Share phase Update { let a = new Tok let b = a # b and a are the SAME object b.kind = 9 print_int(a.kind) # 9 bump(a) # the mutation is visible to the caller print_int(a.kind) # 10 } ``` Fields chain, so a struct can refer to its own type and be walked without temporaries — which is what an AST or a linked list needs: ```ludic system Walk phase Update { let a = new Tok let b = new Tok a.next = b print_int(a.next.kind) a.next.kind = 42 # chains on the left of an assignment too } ``` Two array forms. `[]T` is the growable slice (below) and is implemented. `[T; N]` is a **fixed array** — stored inline and zeroed — and is a design target: the self-hosted compiler's `ptype` parses `[]T` but **not** `[T; N]` yet, so the snippet below does not compile today. Programs use `[]T` slices for now. ```ludic # doc-check: skip — [T; N] fixed arrays are not yet implemented (design target) var table: [int; 8] # module-level storage system S phase Update { let buf: [int; 4] # a local; no initializer needed buf[0] = 10 table[2] = buf[0] } ``` `[]T` is a **growable slice** — a pointer to a header holding data, length and capacity. `push` appends, doubling the storage when it is full; because the header never moves, an append is visible to everything holding that slice. ```ludic system Collect phase Update { let toks = new []Tok push(toks, new Tok) for i in 0 .. len(toks) { print_int(toks[i].kind) } } ``` Indexing works as both a value and an assignment target, and composes with fields: `toks[i].kind = T_ID` is a single address computation. ## Functions & FFI ```ludic fn heal(amount: int) -> int { return amount * 2 } extern fn c_hypot(a: fixed, b: fixed) -> fixed = "hypot_fx" # bind a C symbol ``` `extern fn … = "symbol"` declares a foreign function and binds it to a symbol resolved at link time; pass `-L`/`-l` to ludicc to link its library. This is how Ludic calls anything with a C ABI — including a shared library built from another `.ludic` file (see `examples/lib/`). ## Statements `let x = expr` · `x = expr` (`+= -= *= /=`) · `if/else` · `when cond { }` (if-without-else) · `while cond { }` · `for i in a .. b { }` (numeric range) · `for (…) in query […] { }` · `break` · `continue` · `return` · `spawn` · `despawn` · `match` · `machine`. **Statements are separated by a newline or `;`** (both lex to the same separator token). Two statements may not sit adjacent with only spaces between them — the compiler reports `expected newline or ';' between statements`. Write one statement per line, or, to pack several onto a line, separate them with `;`: ```ludic # doc-check: skip — a bare statement block, not a whole declaration let x = 1 x = x + 1 # one per line, the usual form let y = 1; y = y + 1 # or `;`-separated on one line ``` `break` and `continue` apply to the innermost enclosing loop, and work in all three loop forms — `while`, the numeric `for`, and the ECS query loop, where `continue` advances to the next matching entity. Using either outside a loop is a compile error. ## Pattern matching & state machines `match` replaces `if`-ladders on one value. Arms list one or more literal patterns (or `_` for the default) and a body: ```ludic match tile { 'T', '#' => return SPR_TREE # multiple patterns per arm 'D' => return SPR_DOOR _ => return SPR_GRASS # optional default } ``` `machine` turns a register into an explicit state machine: it dispatches on the register's value to the matching `state`, and `become` transitions to a named state (no more `if phase == N` chains). See the co-op battle in `examples/chronorift/combat.ludic`: ```ludic # doc-check: skip — illustrative: elided bodies machine R_PHASE { state KnightMenu = 0 { … if is_confirm(k) { …attack… become KnightResolve } } state KnightResolve = 1 { … become MageMenu } state EnemyTurn = 4 { … become KnightMenu } } ``` A `machine ` reads `reg()` to pick the state; `become Name` compiles to `setreg(, )`. Both lower to plain branches (and `match` runs on the native LLVM backend too). ## Expressions Precedence: `or → and → compar(< <= > >= == !=) → + - → * / % → unary(- not) → postfix(. () )`. Operators are built-in only (no overloading). The boolean operators are spelled **`and` / `or` / `not`**; `&&` and `||` are not Ludic operators and `!` are rejected with a diagnostic naming the fix (`!=` is unaffected). Bitwise operations are functions (`band`, `bor`, `bxor`, `bnot`, `shl`, `shr`), so the symbols are free — which is why there is only one spelling to remember. `expr with { field: … }` is not implemented; records appear only in `spawn`. Char literals (`'w'`) are `int` code points; colors are hex ints (`0xff8800`). ## Builtins (the standard library / runtime surface) ``` # math min max abs clamp (int) # rng seed(i) rng_range(lo,hi)->int rng_chance(pct)->bool (deterministic) # fixed fx(i)->fixed flr(f)->int # tilemap map_size(w,h) map_row(y,str) tile(x,y)->int # 2D draw clear(color) fill_rect(x,y,w,h,color) frame_rect(...) put_px(x,y,color) # draw_sprite(id,x,y) draw_sprite_scaled(id,x,y,scale) present() # text text(x,y,str,color,scale) text_int(x,y,n,color,scale) (5x7 bitmap) # fonts font_load(path)->id (TrueType .ttf/.ttc) # text_ttf(font,x,y,utf8,color,px) text_w(font,utf8,px)->int text_h(font,px)->int # images image_load(path)->id draw_image(id,x,y) draw_image_scaled(id,x,y,w,h) # draw_9slice(id,x,y,w,h,inset) # UI ui_build() ui_open(id) ui_tick(key) ui_render() # ui_clicked(id)->bool ui_set_text(id,str) ui_set_int(id,n) # ui_focus(id) ui_focused()->int ui_visible(id,bool) # assets load_png(path)->id (decodes a PNG; returns a 16x16 sprite id) # input key()->int (current frame's key code, 0 if none) # state reg(i)->int setreg(i,v) (64 integer resources shared by systems) # entity self()->entity # save save() load()->bool (binary snapshot of the whole ECS World) # control quit() print_int(i) # process os_argc()->int os_arg(i)->str (the command line; argv[0] included) # file_stderr()->ptr (a handle for file_write, off stdout) ``` ## Tooling ```bash ludicc game.ludic -o build/game # native binary (windowed for a game) ludicc game.ludic --headless -o g # headless build (renders out.ppm; reads stdin) ludicc game.ludic --emit-llvm -o g.ll # stop at LLVM IR ludic game.ludic # compile AND run (forwards the exit code) ``` `ludicc` (compile) and `ludic` (compile-and-run) are one multi-call binary built by `./build-cli.sh`. **[COMPILING.md](COMPILING.md) is the authoritative CLI reference** — the full flag set (`-o`, `--windowed`, `--headless`, `--emit-llvm`, `--save-temps`, `--run`), the `LUDIC_HOME` / `LUDIC_CC` environment variables, and the IR-to-stdout bootstrap contract (no `-o`, invoked as `ludicc`) that `build.sh` / `reseed.sh` rely on. The default mode is auto: a file with `system`s links windowed, otherwise headless; an explicit flag always wins. The retired C driver's `--shared`, `--fmt`, `-c`, cross-compile (`--target`) and wasm modes are **not** on the self-hosted toolchain (see "Not yet implemented"). Source formatting now lives in the standalone `build/ludic-fmt` (below), not a compiler flag. The self-hosted compiler is intentionally permissive: it has no separate validation pass yet, so unknown types lower to `ptr` and call arity is not checked. Diagnostics are limited to parse-level errors (`ludicc(self): parse error: …`); richer static checks (unknown identifiers, duplicate types, unknown fields, arity) are future work. ### Editors ```bash ./tools/build-tools.sh # -> build/ludic-fmt, build/ludic-lsp build/ludic-fmt -w src/ # format in place (keeps comments) build/ludic-fmt --check . # CI: exit 1 if anything is unformatted build/ludic-lsp --stdio # the language server, for any editor ``` `ludic-fmt` is the source formatter: it works on tokens, so comments and blank lines survive and no file is ever rewritten into another. `ludic-lsp` speaks LSP 3.17 and supplies completion, diagnostics, hover, go-to-definition, find-usages, rename, formatting, outlines, folding and inlay hints — the same binary for every editor. Both also understand ```` ```ludic ```` fences inside Markdown, so documentation gets the same highlighting and checking as source. Plugins for VS Code and JetBrains IDEs, plus configuration for Neovim, Helix, Emacs, Sublime and Zed, are in `tools/editors/` — see [tools/editors/README.md](tools/editors/README.md). ## Working programs - `examples/chronorift.ludic` — a co-op JRPG (overworld, dungeon, boss, shop, save) using CC0 Kenney sprites. Split across `chronorift/*.ludic` via `import`, built on archetypes. - `examples/menu.ludic` — a retained-UI title screen (9-slice panel, TrueType labels, focusable buttons). - `examples/snake.ludic` — Snake, no assets — same compiler, proving generality. ```bash ./build.sh examples/snake.ludic && ./build/snake ``` ## Not yet implemented Units on quantities (`9.8 m/s^2`), `with` record-update expressions, a bytecode VM + hot-reload, and the live agent bridge — these appear in the design docs but are future work. - **`scene` / `layer` / `on enter` / `on exit`** — the state-machine-over-scenes sugar is documented above but not parsed by the self-hosted compiler yet. - **`reads` / `writes` clauses** — parsed and reserved on the system node, but no analysis pass consumes them. - **`[T; N]` fixed arrays** — documented above, but `ptype` parses only `[]T` slices; fixed inline arrays are not accepted yet. Use `[]T` slices. - **CLI: `--shared`, `--fmt`, and the wasm/cross target** — these were features of the retired C driver; the self-hosted `ludicc` does not carry them (source formatting lives in `build/ludic-fmt` instead). Output-path and IR flags are in flux as the CLI front-end is rebuilt — check `ludicc` usage for the current set. `struct` and array types, `break`/`continue`, and argv/stderr — once listed here as near-term — are now implemented and self-hosting; their lowerings are in [BOOTSTRAP.md](BOOTSTRAP.md) §4. ## Scenes & layers > ⚠️ **Not yet implemented in the current (self-hosted) compiler.** `scene`, > `layer`, and the `on enter` / `on exit` hooks are a design target: the > compiler has no `scene` declaration and [`examples/scenes.ludic`](examples/scenes.ludic) > does not compile today (`enter Name` parses only as a `become` alias). Games > that need mutually-exclusive states use a mode register (`reg`/`setreg`) with a > `machine`, as `examples/chronorift` does. This section describes the intended > syntax for when scene support lands. A game is usually several mutually-exclusive states — a title screen, the overworld, a battle — and the usual way to write that is a mode register consulted at the top of every system. `scene` makes it structure instead: ```ludic # doc-check: skip — illustrative: elided bodies scene Title start { on enter { ui_open(UI_Menu) } on exit { ui_visible(UI_Menu, 0) } layer Main { system Choose phase Update { if ui_clicked(UI_NewGame) { enter Overworld } } } } scene Overworld { on enter { spawn_party() } layer World { system Move phase Update { … } } layer Hud { system Draw phase Render { … } } } ``` - Exactly **one scene is active**. The one marked `start` runs first (or the first declared, if none is marked). - A scene's systems only run while it is active. Systems declared outside any scene are global and run every frame regardless. - **Layers group systems and declaration order is draw order**: within a phase, global systems run first, then the active scene's layers in the order they were written — so `Hud`'s `Render` paints over `World`'s. - `on enter` / `on exit` are lifecycle hooks, not phases. Scene setup goes in `on enter`; a layer system may not use phase `Start`. - `enter Name` transitions: the current scene's `on exit` runs, the active scene becomes `Name`, and its `on enter` runs. Inside a layer system the compiler knows which scene is leaving, so a transition costs two direct calls and a store — there is no dispatch table. `examples/scenes.ludic` is a runnable demonstration of the ordering rules. ## Queries in a system signature When a system's whole body is one query loop, the loop header can move into the declaration: ```ludic system CleanBattle phase LateUpdate query (b, p) [Battle, Pos, {Foe}] where b.hp <= 0 { despawn self() } ``` This is exactly equivalent to wrapping the body in `for (b, p) in query [Battle, Pos, {Foe}] where b.hp <= 0 { … }` — same lowering, same semantics. The body runs once per matching entity and `self()` is that entity. Mutation during iteration follows the same rules as an inline query, because it is the same loop: entities are visited by ascending id, `despawn` of the current or an already-visited entity is safe, and an entity **spawned mid-loop at a higher id is visited in the same tick**. If you need the tick's matches frozen, collect them yourself.