ludic/examples/ecs/world_dyn.ludic
Orkuncakilkaya fb728bbefe chore(repo): DX cleanup — categorise examples, text-diffable golden, build/ output (#27 #28 #30)
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>
2026-08-30 18:54:21 +03:00

27 lines
1.2 KiB
Text

# world_dyn.ludic — EV7 reflection: register a brand-new component at runtime
# (replaces tests/mod_c/world_dyn.c). world_register_prop declares a component the
# game never wrote; world_attach_dyn adds it to an entity; get/set/has then treat
# it exactly like a built-in, with per-entity isolation. Prints 0 1 30 100 1 30.
program WorldDyn {
property Health { hp: int = 0, max: int = 0 }
model Unit { Health }
@Public @OnSpawn(Unit) handler Init { }
entry {
let Um = world_model_id("Unit")
let e = world_spawn(Um)
let e2 = world_spawn(Um)
let Mana = world_register_prop("Mana", 2) # a component never declared in source
print(world_has(e, Mana)) # 0 — not attached yet
world_attach_dyn(e, Mana)
print(world_has(e, Mana)) # 1
world_set(e, Mana, 0, 30) # field 0 (current)
world_set(e, Mana, 1, 100) # field 1 (max)
print(world_get(e, Mana, 0)) # 30
print(world_get(e, Mana, 1)) # 100
if world_prop_id("Mana") == Mana { print(1) } else { print(0) } # 1 — name resolves
world_attach_dyn(e2, Mana)
world_set(e2, Mana, 0, 7)
print(world_get(e, Mana, 0)) # 30 — per-entity isolation
}
}