ludic/examples/lang/annotations.ludic
Orkuncakilkaya 647dfec334 feat(compiler): list literals, typed compound assignment, file:line diagnostics
- `[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>
2026-09-05 01:12:16 +03:00

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# annotations.ludic — the annotation-first style. Behaviour is expressed with
# @-decorators that desugar to plain handlers, queries and expressions, so the
# properties stay pure data and the data-oriented model is untouched.
@Handles(Move)
program RPG2D {
property Transform { x: int = 0, y: int = 0, scale: int = 1 }
property Velocity {
dx: int = 0
dy: int = 0
@Computed speed2: int = dx * dx + dy * dy # derived; no storage, inlined at use
}
model Actor { Transform, Velocity }
# A constructor: every Actor starts visible. Runs at spawn with the model's
# properties bound by name — no per-frame cost, no observer machinery.
@OnSpawn(Actor)
handler InitActor { Transform.scale = 2 }
handler Spawn phase Start {
spawn Actor { Transform { x: 0 } Velocity { dx: 3, dy: 4 } }
spawn Actor { Transform { x: 0 } Velocity { dx: 0, dy: 0 } }
}
# Move every Actor whose scale is positive and that is actually moving. The
# query is the decorator; each bound property is addressed by its own name.
@Queries(these: [Transform { scale > 0 }, Velocity { dx > 0 or dy > 0 }], on: Actor)
handler Move phase Update {
Transform.x += Velocity.dx
Transform.y += Velocity.dy
}
handler Report phase Render {
for (t, v) in query [Transform, Velocity] { print(t.x); print(v.speed2) }
quit()
}
}