ludic/examples
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feat(controllers): #60 shooter — ludic.shooter package (base + extensible)
Top-down shooter: TopDown decoupled move/aim (mouse/stick/move-dir/auto-aim),
a name-keyed Weapon registry (fire-rate/spread/pellets/pattern + data-driven
pierce/homing), and a self-contained deterministic Projectile pool with
faction-filtered Combat hits, pierce, ring/spiral patterns, and homing. One
weapon impl serves player + NPC via a want_fire intent. Budgeted wave Spawner.
Reuses ludic.gameplay Faction/Combat/Stats. 11-check example, in the suite.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-09-01 17:04:49 +03:00
..
ecs chore(repo): DX cleanup — categorise examples, text-diffable golden, build/ output (#27 #28 #30) 2026-08-30 18:54:21 +03:00
events chore(repo): DX cleanup — categorise examples, text-diffable golden, build/ output (#27 #28 #30) 2026-08-30 18:54:21 +03:00
games feat(controllers): #60 shooter — ludic.shooter package (base + extensible) 2026-09-01 17:04:49 +03:00
lang chore(repo): DX cleanup — categorise examples, text-diffable golden, build/ output (#27 #28 #30) 2026-08-30 18:54:21 +03:00
library feat(controllers): #57 foundation — ludic.gameplay package + lever 5 (disable system) 2026-09-01 16:23:10 +03:00
networking chore(repo): DX cleanup — categorise examples, text-diffable golden, build/ output (#27 #28 #30) 2026-08-30 18:54:21 +03:00
rendering chore(repo): DX cleanup — categorise examples, text-diffable golden, build/ output (#27 #28 #30) 2026-08-30 18:54:21 +03:00
README.md docs: move design/roadmap docs to the wiki, trim the repo root 2026-08-31 00:36:19 +03:00

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):

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 A full game from primitives: input, grid, growth, collision, score.
games/menu.ludic A retained-UI title screen — the UI declared as data.
games/chronorift.ludic A 2D co-op JRPG: overworld, dungeon, random encounters, turn battle, boss, save. The entry file imports the modules under games/chronorift/.

rendering/ — drawing primitives

Example What it shows
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 The smallest program that exercises the ECS pipeline.
ecs/world_get.ludic Reflection: read/write a component by name.
ecs/world_scan.ludic Reflection: scan the world and identify each entity.
ecs/world_query.ludic Reflection: iterate the world by property.
ecs/world_spawn.ludic Reflection: a mod spawns a fresh entity by model id.
ecs/world_mixed.ludic Reflection: get/set through real struct offsets.
ecs/world_dyn.ludic Reflection: register a brand-new component at runtime.

events/ — the event bus

Example What it shows
events/events.ludic EV0: the event-bus core — declare, emit, @On.
events/mod_events.ludic Two listeners on one event, driven from a mod.
events/cancel.ludic EV3: cancellable (decision) events.
events/recurse.ludic EV6: re-entrant emit is depth-bounded — no runaway cycle.
events/promote.ludic EV1: @Public promotes a lifecycle hook to a public event.
events/prop_events.ludic EV1 for properties: attach/detach events.
events/scene_events.ludic EV1 for scenes: on-enter / on-exit events.
events/program_events.ludic EV1 for the program scope: start/quit events.
events/layer_events.ludic EV1 for layers + a public layer's show/hide events.
events/scoped.ludic A despawned entity drops out of subsequent event work.

networking/ — deterministic multiplayer (N0–N6)

Each maps to a stage of the Networking design; all run over the compiler's built-in loopback transport with zero foreign code.

Example What it shows
networking/net_echo.ludic N0: the transport seam.
networking/net_snapshot.ludic N1: whole-world snapshot to a memory buffer.
networking/net_sync.ludic N2: @Sync replication codegen.
networking/net_owner.ludic N3: entity ownership.
networking/net_rpc.ludic N4: remote events / RPCs.
networking/net_roles.ludic N5: handler roles + the drivable sim.
networking/net_demo.ludic N6: a networked game end to end, in pure Ludic.
networking/net_rt.ludic A blessed server-authoritative replication runtime.

lang/ — language & standard-library tour

Example What it shows
lang/annotations.ludic The annotation-first style: @Queries / @Computed / @OnSpawn / @Handles.
lang/qdecl.ludic @Queries desugaring to the query system.
lang/lifecycle.ludic The whole game lifecycle as @-hooks, in firing order.
lang/detach.ludic Structural attach/detach + @OnAttach / @OnDetach.
lang/reason.ludic Reason-carrying teardown (@OnDespawn: Despawned vs Quit).
lang/toggle.ludic enable/disable at the three ECS scopes.
lang/scenes.ludic One active scene at a time, handlers grouped into layers.
lang/strings.ludic Strings as values: compare, join, interpolate, slice.
lang/rng_demo.ludic The Random.* extensions (value/int/sign).
lang/time_demo.ludic Time.frame / elapsed / delta.
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:

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 Exported functions callable across the C ABI.
library/arena.ludic A program that links against the shared library.