ludic/LANGUAGE.md
Orkuncakilkaya f4062010e9 feat(lang): packages count under uses; a port of defaults may go unbound
A module that says uses must name every package module it reaches; a
package with no module line is named for its directory (ludic_render3d)
for this rule, so a mechanic reaching into the renderer is caught. Only
the engine's runtime needs no naming. 'module x uses' with nothing after
it reaches no other module. A port whose every member has a default
answers with its defaults when unbound, and 'new' of a port says to bind
it. ludic-dev test runs 'ludic test packages'. Reseed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 05:36:11 +03:00

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# 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 program calls is itself written in Ludic.
## Program structure
A program is one `program` block containing declarations:
```ludic
# doc-check: skip — illustrative: elided import list
program Name {
import ... # pull declarations in from another file
property ... # a record of typed fields — a per-entity component, or a
# plain `new`-allocated record; its use decides which
model ... # a named entity KIND (bundle of properties)
const ... # compile-time constants
function ... # functions
extern function … # bind a C library symbol (FFI)
enum ... # a named set of integer values
namespace ... # a block of functions with export / internal visibility
handler ... # behavior, grouped into phases
}
```
## Multi-file programs (`import`)
```ludic
# doc-check: skip — paths resolve only inside the repo
program ChronoRift {
import "chronorift/world.ludic" # path is relative to THIS file
import "chronorift/combat.ludic"
}
```
`import "emberdepths/*.ludic"` imports every `.ludic` file of a directory, in name
order — a game lists its modules once. `import "camp"` names a directory through its
**barrel**, `camp/index.ludic`: a fragment that lists the directory's own imports
(relative to itself), in the order it wants them. A directory with no `index.ludic`
is an error that says so. Packages resolve the same way: `import "ludic.render3d"`
reads `ludic.render3d/index.ludic` from `ludic_modules/` or the toolchain. An imported file is a **fragment**: bare
declarations, no `program` wrapper. Its
declarations are spliced into the importing program. Imports may appear inside
the `program` 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 name the file the
line really lives in, in the `file:line: error: message` shape editors already
parse:
```
chronorift/world.ludic:1: error: expected expression
```
All of a program's files share one namespace, so **a name is defined once**: two functions, two
`var`s or `const`s (or an `enum` and a `const`), or two `property` / `event` records with one name
are an error that names both places. Declarations the runtime splices in are its own and are not
checked against each other.
The same holds inside a function: a `let` or `var` declares its name once per block (another
block, a loop variable or a parameter may reuse it), and a function with a result type must
`return` one on every path - running off the end of its body is an error, not a zero.
### Modules (`module`, `export`, `friend module`)
One namespace is not the same as one room. A barrel that says `module bank` makes its
directory a **module**: the barrel, every file it imports, and every file those import - until
one says `module` of its own - belong to `bank`. Inside a module every name is visible as
before. From anywhere else, a module's `function`, `var`, `const`, `property` or `event` is
reachable only if its declaration says `export`:
```ludic
# doc-check: skip — a module spans files
# bank/index.ludic
module bank
import "ledger.ludic"
# bank/ledger.ludic
var balance: int = 0 # private: only module bank sees it
export event Deposited { amount: int }
function add(n: int) -> void { balance += n }
export function deposit(n: int) -> void {
add(n)
emit Deposited(amount: n)
}
```
A program that imports `bank` may call `deposit` and listen to `Deposited`; calling `add` is
```
visible.ludic:5: error: add is private to module bank; mark it 'export' where it is declared (bank/ledger.ludic)
```
A file in no module - the program's own file, the runtime - is public, and a package found
through `ludic_modules` or the toolchain keeps its own module rather than its importer's. A
program that says `friend module lab` sees every module's private names: that is for a test
harness, which has to reach inside what it tests. `friend module lab of fishing, data` narrows
that to the modules named: `lab` sees their private names, and every other module's exports only. `export` is a keyword before a declaration
and is not the `@export` annotation, which names a C symbol.
To move an existing codebase onto modules, build it once with `LUDIC_VIS_REPORT=1`: every
reference that would be refused is printed as `vis: <file>:<line>: <module>.<name> used from
<file>` and the build goes on, so a script can add the `export`s the program already relies on.
### What a module may reach (`uses`)
`export` says what a module offers; `uses` says what a module takes. A module line may name the
only other modules its files reach:
```ludic
# doc-check: skip — a module spans files
# fishing/index.ludic
module fishing uses base, data
```
From then on a reference from `fishing` into any other module is refused, even to a name that
module exports:
```
fishing/land.ludic:4: error: fishing uses items.inv_add (items/index.ludic:3): add 'uses items' to fishing's module line, or take it through a port
```
- A module with no `uses` clause keeps the rule before it - anything exported - so the rule can be
switched on one module at a time. Two module lines for one module add their lists together.
- A package's module counts like any other: a mechanic that says `uses ludic_base` and calls
into `ludic_inventory`, `ludic_ui` or the renderer is refused. A package with no `module` line
of its own (`ludic.render3d`) is named for its directory - `ludic_render3d` - for this rule; its
names stay public to the export rule. Only the engine's own runtime - `Value`, `Json`,
`Random` and the rest, which is in no module and no package - needs no naming.
- A file in no module (the program's root) is unaffected either way.
- `module ludic_base uses` with nothing after it is a module that reaches no other module at all.
- A friend of a module (`friend module lab`, or `friend module lab of fishing`) is not held to its
`uses` for that module.
- The declared graph may not go round: `module a uses b` beside `module b uses a` is refused
(`the modules' uses go round in a circle: a -> b -> a`) - one of them takes the other through a
port instead.
- `LUDIC_VIS_REPORT=1` lists these too, as `uses: <file>:<line>: <module>.<name> used from <file>
(module <m>)`, and builds.
### Ports (`port`, `bind`)
A module that needs something from outside itself - the time, a save, a sound - declares a
**port** instead of naming (and `uses`-ing) the module that answers. A port is a record of
function values; a member with no default is required:
```ludic
# doc-check: skip — a module spans files
# clock/index.ludic
module clock uses units
export port Clock {
now: fn() -> int
day: fn() -> int = fn first_day
}
export function hour_of_day() -> int { return Clock.now() - (Clock.day() - 1) * HOURS }
# app/index.ludic - where the program is put together
module app uses clock
bind Clock { now: fn game_hours }
function game_hours() -> int { return g_hours }
```
Calls go through the port by name, `Clock.now()`. `clock` never names `app`, so it needs no
`uses app`; the binder must be able to see the port - it is `export`ed, and a binder that says
`uses` names the port's module. What the bind names (`fn game_hours`) is checked from the bind's
own file. The compiler refuses:
```
app.ludic:5: error: port Clock is used here but never bound: the program has to say 'bind Clock { ... }' once, where it is put together
app.ludic:9: error: bind Clock leaves out now, which has no default
app.ludic:11: error: port Clock is bound twice (first at app.ludic:10)
app.ludic:9: error: port Clock has no member later
```
and a member of the wrong type is a type error like any other (`field now of Clock_port wants a
fn()->int and this is a fn(int)->float`). A port nobody uses may stay unbound, and so may a port
whose every member has a default: unbound, it answers with its defaults - which is how a
package's fallbacks ("unbound: this machine runs the world") are written.
### Types are checked before anything is emitted
Between the parse and the emitter a checker walks every function, the entry, the tests, the
globals' initializers and every `@On` listener, and refuses a program whose types do not agree -
all of its mix-ups at once, each at its own line:
```
trip.ludic:12: error: metres wants an int and this is a float
trip.ludic:14: error: area takes 2 argument(s) and this call gives 1
trip.ludic:20: error: + of a string and an int: text joins text only - write string(x) for a number
3 type error(s)
```
What it holds apart: `int`, `float`, `fixed` and `bool` (a float or a fixed into an int is
`int(x)`; a float and a fixed never meet but by a literal, which takes whichever kind its slot is);
text and numbers (`string(n)` or a template); one record type and another; slices of different
elements; functions of different types. A call gives exactly as many arguments as there are
parameters, a `return` gives the declared result, and `push` gives the slice's own element.
`pointer` is untyped, as `void *` is in C: it goes wherever a reference is wanted and takes any
reference, and a `[]pointer` any slice of references. Restricting what a raw pointer may reach is
`unsafe`'s job, not the checker's. Bits cross between kinds by name - `as_int(x)` / `as_fixed(n)`
reinterpret a word, `float_bits(f)` / `float_from_bits(i)` a float's - never by a slot's type.
A name the checker cannot type (an engine namespace's arguments, a query's bindings) agrees with
everything, so it only ever reports what it can prove; the emitter keeps its own checks behind
it. `LUDIC_CHECK_REPORT=1` lists every mix-up by category and fails nothing, which is how an
existing program is measured before it has to pass.
### Generic records and functions
A record or a function can take type parameters, written after its name:
```ludic
program Pools {
property Pool<T> {
items: []T = null
n: int = 0
}
function pool_new<T>() -> Pool<T> {
let p = new Pool<T>
p.items = new []T
return p
}
function pool_add<T>(p: Pool<T>, x: T) -> void {
push(p.items, x)
p.n += 1
}
function map<T, U>(xs: []T, f: fn(T) -> U) -> []U {
let out = new []U
var i = 0
while i < len(xs) {
push(out, f(xs[i]))
i += 1
}
return out
}
entry {
let names: Pool<string> = pool_new()
pool_add(names, "Crater Lake")
print(names.n)
}
}
```
A type names an instance with its arguments - `Pool<Thing>`, `Pair<string, int>`,
`Pool<Pool<int>>`, `[]Pool<float>` - and two instances of one generic are two types. A call's
type arguments are worked out from its arguments (`pool_add(names, "x")` is `pool_add` at
`string`), a literal deciding only what nothing else did; a call with nothing to say it, like
`pool_new()`, takes them from the slot its result is written into - a `let` with a declared type,
an assignment, an argument, a `return`. Where neither decides, the call is refused and says which
parameter it could not tell.
Generics are compiled by instantiation: each instance the program uses is an ordinary record or
function, made and checked once, so it costs exactly what writing it out by hand would. A generic
nothing instantiates is not compiled at all.
### Namespaces declared in Ludic (`alias`)
A namespace method can be a name for a function. Inside a `namespace` block,
```ludic
program Trails {
namespace Trail {
export alias length(from, to) = trail_distance
alias km = trail_km
}
function trail_distance(a: int, b: int) -> int { return b - a }
function trail_km(metres: int) -> int { return metres / 1000 }
entry { print(Trail.length(to: 12, from: 2) + Trail.km(metres: 5000)) }
}
```
makes `Trail.length(...)` a call to `trail_distance`: the list after the method is the labels a call
may name its arguments by, in the target's parameter order, and without one the target's own
parameter names are the labels (`alias show() = present` takes none). The call is the target's -
same arguments, same checks, same code - so a namespace costs nothing over calling the function.
This is how the engine declares its own namespaces: `Http`, `Udp`, `Process`, `Json`, `Value`,
`Screen`, `Input`, `Audio`, `World`, `Tiled` and the rest are `alias` blocks in
`runtime/native/namespaces.ludic`, not branches in the compiler, and a package owns an API the same
way in its own files. What is still built into the compiler is the namespaces that compute inline -
`Math`, `Text`, `List`, `Vector`, `Color`, `Time`, `Date` - and the few methods that choose their
target by an argument's type (`Audio.play` of a handle or a name).
A function of the program's own that is named like the target of one of the engine's namespace
methods would take that method's calls - `Random.range` is `rng_range`, so a package's
`rng_range(a, b, c)` would receive every `Random.range(1, 6)`. Where the program calls that method,
the function is refused (`rng_range is the engine's Random.range, which this program calls (...),
and every such call would reach this function instead; choose another name`), as a function named
like a compiler built-in (`run`, `exit`) or like one of the engine runtime's own functions is.
### Registries (`registry`, `def`)
A table of records that code used to fill with calls in an init function is declared instead:
```ludic
program Camp {
property Furnishing {
key: string = ""
name: string = ""
cost: int = 0
}
registry Furnishings of Furnishing as HF
def Furnishings chair { name: "Camp chair", cost: 60 }
def Furnishings crate { name: "Crate", cost: 30 }
entry { print(Furnishings[HF_CRATE].cost + HF_COUNT) }
}
```
`registry NAME of RECORD [as PREFIX]` is a global `[]RECORD`, and every `def NAME key { ... }` is one
entry of it - in any file, collected in source order, and in the table before any code runs. Each
entry gets an index constant, `PREFIX_KEY` (the prefix defaults to the registry's name in capitals),
in declaration order, and the registry a count, `PREFIX_COUNT`. When the record has a `key: string`
field it is filled with the entry's key, and `name_find(key)` (the registry's name in lower case)
returns its index or -1. A def's fields are checked against the record like any record literal, a
key is declared once, and `export registry` exports the table, its constants and its lookup.
Because the index is the order of the defs, a table stored by position - a save, a setting - keeps
the rule it always had: add an entry at the end, never between two. The order is the order the
compiler reads them in, and an `import` is read where it stands: a file's imported defs come before
the defs written after the import line.
A registry belongs to its module, and a `def` written in another module is refused - unless the
registry says `open`:
```ludic
# doc-check: skip — a module spans files
# core/index.ludic
module core
export property System { key: string = "", run: fn() -> int = null }
export open registry Systems of System as SY
def Systems clock { run: fn clock_run }
# weather/index.ludic
module weather uses core
def Systems weather { run: fn weather_run } # weather_run may stay private to weather
```
A def into an open registry goes through visibility like any other reference: the registry must be
exported, and a module that says `uses` names the registry's module. What the entry itself names
(`fn weather_run`) is seen from the def's own module. The errors:
```
game.ludic:4: error: def Tools saw: registry Tools is not open to other modules; declare it 'open registry Tools' in module kit, or write the def there
game.ludic:4: error: Tools is private to module kit; mark it 'export' where it is declared (kit/index.ludic)
```
**The index order of an open registry** is the declaring module's own entries first, in the order
they are read, then every other module's: the modules in the order of their names, each one's
entries in the order they are read. `SY_CLOCK` is 0 however the program imports things, and an
entry from `alpha` comes before one from `zeta` even when `zeta` is imported first - so a table
saved by position keeps its meaning when a barrel's imports are reordered. The rule for a saved
table is still to append: a new entry goes at the end of its own module's list, and a new module
whose name sorts before an existing one moves that one's entries along. A registry whose defs are
all in its own module (or in no module) keeps exactly the order it always had.
### Resource files (`registry ... from`)
A registry's entries can live in a data file instead of the source:
```ludic
# doc-check: skip — the file it names is beside the example
registry Tools of Tool as TL from "data/tools.lres"
```
```
# tools.lres
axe {
name: "Axe"
weight: 1.5
uses: [{ verb: "Chop", minutes: 20 }, { verb: "Split", minutes: 10 }]
}
lantern { name: "Lantern", weight: 0.75, uses: [] }
```
The file is a list of entries, each a key and a record, with `#` comments. It is read when the
program is compiled: the registry's record is its schema, so every entry is checked as a `def` is
- a field the record does not have, a string where it wants a number, a key twice - and the error
names the line in the resource file. A field whose type is a record takes a bare `{ ... }`, and one
typed as a list of records takes `[{ ... }, ...]`; the schema supplies the type. Values are Ludic
expressions in the registry's module, so an entry refers to another table's entry by its constant.
The entries are compiled in: nothing is parsed at start-up, and a build that succeeds has checked
every resource it uses. The path is the project's (where the build runs), else beside the file that
declares the registry.
### Default parameters, and calls that name what they change
A parameter can have a default, and a call leaves out what it does not change - the last ones when
it passes arguments by position, or any it does not name. A call can pass its first arguments by
position and the rest by name:
```ludic
program Boxes {
numbers float
function box(label: string, w: float = 300.0, pad: float = 8.0, bold: bool = false) -> string {
return `{label} {w} {pad} {bold}`
}
entry {
print(box("a")) # every default
print(box("b", 120.0)) # the first two by position
print(box("c", bold: true)) # the subject by position, a prop by name
}
}
```
A default is an expression written with the function and evaluated for each call that leaves it
out. A call that leaves out a parameter with no default, names one the function does not have, or
puts a positional argument after a named one is refused with that said.
### Components and templates (`ludic.ui`)
A UI is components, and a component is three files side by side:
- `Name.ludic` declares what it takes, keeps and does;
- `Name.xml` is its HTML-shaped template;
- `Name.lss` holds its CSS-shaped styles, which apply to its own elements only.
```ludic
# doc-check: skip — a fragment of a program that imports ludic.ui
component Counter {
prop label: string # its parent passes it: <Counter label="a" step="{5}"/>
prop step: int = 1 # with a default
state count: int = 0 # the instance's own, kept while it is on screen
doubled: int = count * 2 # worked out every frame
function big() -> bool { return count > 3 } # callable from the template
on bump() { count += step } # an event: on-click="bump()"
}
```
- **Props and state** are plain names in the component's code; each mounted instance is a record
of them. A prop or state is an `int`, a `float`, a `bool`, a `string` or a `Val`. A field is
anything a template can read, and records and lists become objects and lists.
- **The template** has one root (use `<fragment>` for several). A component is used by its name as
a tag. `set count = 0` in an action sets its state, and `emit close` runs what its parent passed
as `on-close`. `class`, `style` and `id` on a component's tag land on its root element, styled by
the parent's sheet as well as its own; when that root is itself a component, every user in turn
passes theirs down (the outermost's `id` wins). The rules of all those sheets that match the root
are weighed together by specificity, as one sheet's are, and a user's rule wins a tie.
- **A component's names.** An event may be called anything, `set` included (`on set(v: int)`,
pressed as `set(4)`; `set x = ...` is still the action). A `string` prop given a number reads it
as text (`label="{3}"` is `"3"`). Two components of one name are an error that names both files.
- **Compiled in.** The compiler reads the template and the styles from beside the declaration and
inlines each `@import` (a path starting with `/` is from the project's root), so a missing
template fails the build and nothing has to ship beside the program. `ui_reload()` reads the
files again when they change on disk and keeps every instance's state.
- **A screen is a component** with no props: `ui_show("Counter", null, x, y, w, h)`, or
`ui_nodes("Counter", null)` for a test.
An older, lighter bridge remains: `view Name { ... }` gives a whole template file of `<screen>`s
and `<component>`s (loaded with `ui_load`) one model and one call, and the rest of this section
applies to both:
```xml
<ui>
<import src="kit.xml" as="kit"/>
<screen name="shop" gap="4">
<state pick="{-1}"/>
<text size="24">The purse: ${purse}</text>
<each in="{stock}" as="item" index="i">
<kit:Line item="{item}" picked="{pick == i}" on-chose="set pick = i">
<button enabled="{afford(i)}" on-press="buy(i); emit chose">Buy</button>
</kit:Line>
</each>
<if test="{owned == 0}"><text>Nothing bought yet</text></if>
<else><text>{owned} bought</text></else>
</screen>
</ui>
```
- **Elements.** A template is HTML-shaped:
- `div`, `section`, `header`, `footer`, `nav`, `main`, `article`, `aside`, `ul`, `ol`, `li` and
`form` are boxes laid out in a column; `row` is one laid out in a row.
- `p`, `span`, `label`, `h1`-`h6`, `strong`, `em`, `small`, `b`, `i` and `a` are text; words
inside a box become a text of their own.
- `button`, `img src`, `hr` and `spacer`; `scroll` is a column that scrolls.
A default stylesheet, like a browser's, sizes the headings and pads the buttons.
- **Attributes.** `id`, `class` (which may be bound: `class="{picked ? 'on' : ''} row"`),
`style="padding: 4px; color: gold"`, `hidden`, `disabled`, `onclick` or `on-click` (also
`on-press`), and any attribute a property is named after (`width="300"`). Any other attribute is
kept for `[attr=value]` selectors, as HTML's are.
- **The box model and flex.** Sizes are border boxes.
- `padding` and `margin` take one to four lengths, or one side by name (`padding-left`).
- `border` is `2px solid #ffcc00`, or `border-width` and `border-color`.
- A length is `12`, `12px`, `50%`, `fit`/`auto`, `fill` or `calc()`. `width: 0` and `height: 0`
are 0, not unset.
- `calc()` takes `+`, `-`, `*` and `/` and brackets over `px`, `em`, `rem`, `vw`, `vh`, plain
numbers and `var()`; in a `width`, `height`, `top`, `right`, `bottom` or `left` it may also hold
a percentage of the room or of the containing block (`calc(50% - 10px)`). `min()`, `max()` and
`clamp(least, want, most)` pick among lengths, inside `calc()` or on their own
(`width: min(300px, 50vw)`); a percentage cannot be compared there.
- `top`, `right`, `bottom` and `left` take a percentage of the containing block: its width for
left and right, its height for top and bottom.
- `flex-grow` (or `flex`) shares out the spare room along `flex-direction`, and `fill` is a share
of 1. `justify-content` takes `flex-start`/`start`, `center`, `end`, `space-between`,
`space-around` or `space-evenly`.
- `align-items` and `align-self` take `start`, `center`, `end` or `stretch`. `flex-wrap: wrap`
breaks a row into lines, and `min-`/`max-width`/`-height` bound it.
- `flex-shrink` gives up room when a line's children want more than it has, each in proportion
to its shrink times its size, and none below its min size, a fixed size or its content. A scroll
box shrinks (and scrolls) and a box in a column shrinks as far as the scroll boxes in it let it,
so a list in a column takes the room its siblings leave with no height of its own. `flex: 1 0`
is the grow and the shrink. `order` rearranges a box's children without touching the tree.
- `gap`, `text-align`, `display: none`, `background(-color)`, `color`, `opacity` and `font-size`
are CSS's.
Every property also has a short name (`w`, `h`, `pad`, `bg`, `size`, `grow`, `align`,
`justify`, `self`, `dir`, `wrap`, `alpha`). Rounded corners, font weight and a few more are
things the renderer does not draw, and the runtime says so rather than ignoring them. A colour
is the renderer's name for one, `#rrggbb` or `#rgb`.
- **Stylesheets.** Rules go in a `<style>` or in an `.lss` file (a Ludic StyleSheet: CSS-shaped,
but its own language, so no editor mistakes it for CSS):
```
@import "base.lss";
button { height: 40px }
.card p, #title { color: accent }
ul > li:nth-child(even):not(.keep) { background: bg2 }
[kind=warn] { border: 1px solid bad }
```
- Selectors: a tag, `*`, `#id`, `.class`, `[attr]` or `[attr=value]`, and the pseudo-classes
`:hover`, `:disabled`, `:enabled`, `:first-child`, `:last-child`, `:only-child`,
`:nth-child(odd|even|n)`, `:empty`, `:root` and `:not(...)`. They combine into compounds,
joined by a space (anywhere inside) or `>` (straight inside), and a list is `,`-separated.
- Specificity is CSS's: ids 100, classes, attributes and pseudo-classes 10, tags 1. The default
sheet comes first, then rules from least to most specific (the later rule on a tie), then
`style="..."`, then the element's own attributes.
- A value may hold `{holes}`, read where the element is.
- A file's cascade is its imports' rules, then its own. `<import src="look.lss"/>` brings a
stylesheet in, and one stylesheet can `@import` another, so a look is a file others can use.
A library's components keep the styles of the file they were written in.
- **More CSS.**
- Custom properties: `--accent: #fc0` on any element or `:root`, read with `var(--accent)` or
`var(--accent, gold)`, and inherited by what is inside - a component with no stylesheet of its
own included, which reads a theme's `:root` variables from the screen it is used in.
- `position: relative|absolute|fixed` with `top`, `right`, `bottom`, `left` and `inset`, and
`z-index`. An absolute element sits in its parent's box, a fixed one in the screen's, and
neither takes room in the flow.
- Units: `em`, `rem`, `vw` and `vh`.
- `@media (min-width: ..) and (max-height: ..) { ... }`.
- Text wraps between words to fit its box - in a row, in the room its siblings leave it;
`white-space: nowrap` keeps one line and `text-overflow: ellipsis` cuts it.
- `overflow: auto|scroll|hidden` makes a box scroll.
- Selectors also take `+` and `~`, `:nth-child(2n+1)`, `:checked` and `:active`.
- **More React.**
- `<each ... key="{item.id}">` keeps an item's state when the list is reordered.
- `<let name="{value}"/>` names a value for the siblings after it.
- `<provide name="{value}">` gives a value to everything inside, components included.
- `<fragment>` groups without a box.
- `<slot name="title"/>` takes the user's `<template slot="title">`.
- `on-mount` and `on-unmount` run when an element or component appears and goes.
- Words inside a text element read as one line: `<p>Hi <b>there</b></p>`.
- **Interaction is the runtime's.** It reads the runtime's `Input`, so a renderer only draws.
- Tab and Shift+Tab, or the arrows, move focus through the controls in document order. Enter
and Space activate what has it, and `autofocus` picks where a screen starts.
- The pointer hovers, presses (`:active`) and clicks on release; a drag keeps the pointer until
it is let go. What it is on is the topmost element in painting order (positioned ones by
`z-index`), so a button over something else takes its own press; `pointer-events: none` lets
the pointer through an element.
- `on-pointerdown`, `on-pointermove`, `on-pointerup`, `on-drag` and `on-wheel` on any element
read `event.x` / `event.y` (inside the element), `event.dx` / `event.dy`, `event.button` (0 left,
1 right, 2 middle) and `event.wheel`. A press captures the pointer: its moves, drags and release
go to that element until it is let go, wherever the pointer is. A scroll box leaves the wheel to
an element inside it that takes `on-wheel`.
- `on-down` and `on-up` say when a button goes down and comes up again, by the pointer (released
anywhere) or by Enter or the pad's A held on it; it is `:active` in between. `on-hold` runs
every frame it is held, with `event.dt` (seconds since the last frame) and `event.t` (how long
it has been held), on the ui clock.
- A scroll box (`overflow: auto` or `<scroll>`) takes the wheel, has a scrollbar that can be
dragged (`scrollbar-color`), clips what it holds and pulls the focused control into view.
- `scroll-top="{px}"` holds a scroll box at that offset every frame; the wheel, the bar and the
focus still move it for the frame and say so with `on-scroll` (`event.value`), for the program
to keep. `ui_scroll_set("id", px)` (an id or a key) moves a box once.
- The scrollbar is `.ui-scrollbar` with a `.ui-thumb`, styled like a control's parts. A press on
the thumb holds it where it was taken and the pointer moves it in proportion; a press on the
track jumps the thumb's middle there and holds it. A press on the bar presses nothing under it.
- `:focus`, `:focus-visible` and `:focus-within` style the focus, and `outline` (which follows
`border-radius`) draws the ring.
- The first gamepad works it too: the d-pad and the left stick move the focus as the arrows do,
left and right step a range or a select, A is Enter and B is Escape (it closes a popover). A
direction held, on the pad or the keyboard, presses once, again after 0.42 s and then every
0.11 s, on the ui clock. A host sets `held_up` / `held_down` / `held_left` / `held_right`,
`pad_a` and `pad_b` on a `UiInput` to drive the same.
- A test drives all of it with `ui_input(i)`.
- **Controls are built in**, each made of plain parts a stylesheet styles (`.ui-label`,
`.ui-track`, `.ui-knob`, `.ui-fill`, `.ui-thumb`, `.ui-field`, `.ui-value`, `.ui-caret`,
`.ui-prev`, `.ui-next`; a track is a row, and a range's fill is as tall as its track):
- `<button>`;
- `<input type="checkbox|radio" label checked>`;
- `<input type="range" label min max step value>`, dragged or stepped with the arrows. Its value
shows with `decimals="{2}"`, as `format="percent"` of the way from min to max, and with a
`unit=" s"` after it;
- `<select label value>` with `<option value>`s;
- `<input type="text" label value maxlength>`, which takes typing, and Backspace takes a letter
back. Enter (or the pad's A) on it runs `on-submit` with `event.value`; the focus stays, and so
does the text unless it says `clear-on-submit`;
- `<input type="number" label min max step value>`: typed digits (a minus when min allows one, a
point when step has a fraction) replace the value, Enter or leaving the field commits them held
between min and max, and the left and right arrows step it (`decimals`, `unit` as a range's);
- `<input type="key" label value shown>`: Enter or a click starts it listening, and the next key
is its value - Tab, the arrows and Enter included. Esc stops it listening, Backspace clears it
(0), and `shown` is what it says for its value instead of the keyboard's label. While it
listens `ui_capturing()` is true, so the program can leave its own keys alone, and it is
`:capturing` for a stylesheet. A mouse button pressed while it listens is its value too:
`UI_MOUSE_LEFT` (256), `UI_MOUSE_RIGHT` (257) or `UI_MOUSE_MIDDLE` (258), past every key code,
shown as "Left click", "Right click" or "Middle click"; that press does nothing else.
Any control's `note="..."` is a line of help under its label: `.ui-labels > .ui-label +
.ui-note`.
Each reports with `on-change` and `event.value`, and plays `sound="..."` (or "click") through
the program's `ui_sounds`.
- **Popovers, tooltips and bars.**
- `<div popover on-close="...">` sits absolutely in its parent and draws on the top layer. While
it is up, the pointer and Tab stay inside it, and a press outside it or Esc closes it.
A press on it goes to its own controls, never to what lies under it at the same pixels, and a
press outside it only closes it.
- `anchor="cell"` puts a popover beside the element with that id (the nearest, looking out from
the popover), and a bare `anchor` beside the element before it. `placement` is `right` (the
default), `left`, `bottom` or `top`, its margin on that side is the gap, and `align` is `start`
(the default), `center` or `end` along that side. Where it would leave its bounds it opens to
the other side and is kept inside them: `within="panel"` names the element, and by default it
is the nearest scroll box (or `overflow` box) around it, else the screen.
- `title="..."` shows a tooltip (`.ui-tooltip`) after the pointer rests for half a second, or
under the element when the keyboard's focus (`:focus-visible`) has rested on it as long; moving
the pointer gives the tooltip back to the pointer. A
newline or a written `\n` in it starts another line (`.ui-tooltip-text` each).
- `<progress value max>` and `<meter value min max>` fill (`.ui-fill`) as far as their value.
- **Natives** are for what markup cannot say. `ui_native("minimap", measure, draw)` makes
`<minimap>` an element the program draws itself, laid out and styled like any other. It reports
with `ui_fire(n, "change", value)` and reads its attributes with `ui_attr` / `ui_attr_on`.
`ui_native_input("minimap", fn(n: UiNode, e: UiPointer) -> bool)` gives it the pointer events
above as a `UiPointer` (`kind`, `x`, `y`, `dx`, `dy`, `button`, `wheel`); answering false to a
`pointerdown` leaves the pointer uncaptured. Its
draw reads `ui_opacity()`, the opacity it is drawn at (every group `opacity` around it, its own
included).
- **Renderers.** `ui_backend(b)` takes any renderer with `rect`, `text` and `measure`, and uses
`round`, `ring`, `image`, `nine`, `clip`, `scale` and `now` when it has them.
Importing `ludic.ui/render3d.ludic` makes render3d's overlay the renderer:
- images by path, and cells of an atlas named with `ui_atlas(prefix, texture, cols, rows,
names)` as `<img src="prefix:name">` (or `prefix:12`). A path is read as sRGB, the interface's
own space, so its colours arrive as painted. A file that changes on disk (or appears) is loaded
again within half a second, and `ui_image_reload(path)` asks for it at once;
- nine-slices for `border-image`, sliced by the texture's own width and height;
- a scale from the screen's height (`ui_render3d_scale` for the player's interface size).
`ui_scale()` is the scale the interface is drawn at (screen pixels per design pixel), and
`ui_box("id")` where an element (by id or key) was laid out when its screen was last shown, as a
`UiBox` of `x`, `y`, `w` and `h` in screen pixels, or null when there is none.
`ui_translator(fn)`, `ui_sounds(fn)` and `ui_clock(fn)` hand the runtime the program's
language, sounds and time. `import "ludic.ui/screen.ludic"` is the 2D screen's renderer.
Every text a template shows is translated, except inside `translate="no"` (and `translate="yes"`
inside that translates again). A `title` of several lines is translated whole when the translator
knows it whole, else line by line.
- **The look is CSS.**
- Colours: `#rgb`, `#rgba`, `#rrggbb`, `#rrggbbaa`, `rgb()`, `rgba()` and the basic names,
usually through `var(--...)` from a theme.
- `background` (or `background-image`) may be `linear-gradient(to right, #000, rgba(0,0,0,0) 80%)`:
`to top|bottom|left|right` or an angle taken to the nearest side, and stops with or without a
place. It is drawn as whole-pixel bands with square corners.
- `aspect-ratio: 16 / 9` (or `1.5`) makes an element's height from its width (fixed, a share or
`fill`), or its width from a fixed height. `object-fit: fill|contain|cover|none|scale-down`
places a picture in its box by the picture's own size (a renderer's `image_w` / `image_h`;
`cover` is clipped to the box); a native places its own content with `ui_object_fit(n, w, h)`.
- Boxes: `border-radius`, `box-shadow` (sharp, offset), `background-image: url(...)`, and
`border-image: url(...) slice / width` as a nine-slice. With no background colour a nine-slice
is drawn as painted, as CSS draws one; with one it is tinted by it, so one rounded texture serves
every colour, and `transparent` (or any colour with no alpha) leaves nothing to see. Its
corners are at most half the box across and half of it down, each way on its own, and cut on
whole pixels (`ui_nine_cuts(x, y, w, h, width)` for a renderer of its own).
- Text: `text-shadow: x y blur colour` draws the text again under itself, offset (the blur is
drawn sharp), and is inherited. `text-fit: shrink 12px` draws a line too long for its box
smaller, down to that size, then cuts what still does not fit with an ellipsis (for a chip
whose words may be long in another language). `line-height` is a multiple of the font size
(`1.5`), px or em. Both are inherited.
- `em` is the font size the element ends with, wherever its `font-size` is set among the rules
that style it; in `font-size` itself it is the parent's. A sheet's own rule wins a tie with a
rule it `@import`s.
- Pictures: an `<img>` of a file is drawn as it is; a cell of an atlas is a glyph and takes the
`color` around it, as text does. An `<img>` with a `color` of its own is tinted by it.
- Motion: `opacity` fades the element and everything inside it. `@keyframes` with `animation:
name 0.25s [infinite] [alternate]` animate numeric properties from when the element first
appeared, and `transition: opacity 0.2s` eases a changed opacity. Both run on the clock, in
float, and land exactly on their end values whatever the frame rate.
- `zoom: 0.8` (or `80%`, or `calc()` / `min()`) draws an element and everything inside it that
much larger or smaller - its lengths, its text and its layout; zooms multiply. In `calc()` a
length over a length is a plain number, so `zoom: min(1, calc(100vw / 1800px))` shrinks a HUD
for a narrow window.
- **Mixed content.** Text beside elements keeps its place: `<button><img src="icon:arrow"/>Resume
</button>`, `<p>Hi <b>there</b></p>`. A boolean attribute present with no value is true, as in
HTML (`<button autofocus>`).
- **Developing.** `ui_dev(true)` turns on the runtime's own tools:
- it re-reads changed templates and stylesheets once a second (`ui_reload`), keeping every
instance's state;
- it draws template errors over the screen, each with its file and line (`ui_errors()` lists
them);
- `LUDIC_UI_DUMP=<screen>` prints that screen's tree once.
- `ui_dump` prints the tree the way an inspector would (`div#id.class`, its box and its
computed styles).
- **Bindings.** Any attribute and any text can hold `{expressions}`. An attribute that is one
`{expression}` and nothing else keeps its type. Expressions read loop names, props, state and the
model, and support `.field`, `[index]`, arithmetic, comparisons, `and` / `or` / `not`,
`c ? a : b`, `len()`, `range()`, and the view's functions.
- **Structure.** `<if test>` with an `<else>` after it, and `<each in as index>`.
- **Components.** `<component name="Line">` is used as `<Line ...>`. Its attributes become its
props, and its content goes where it says `<slot/>`. It has its own `<state>`, kept between
frames by where it sits in the tree. It sees its props, its state and the model, and never the
names of whoever used it.
- **Events.** `on-press="buy(i); set pick = i"` sends the view an event and sets a state. `emit
chose` runs what the component's user gave as `on-chose`. The actions run once the frame is drawn,
so no event can change a frame part way through.
- **Libraries.** A component is private to its file unless it says `export="true"`. `<import
src="kit.xml"/>` brings in a file's exported components under their own names; `as="kit"` brings
them in as `<kit:Name>`. So a component library is a file of components, and two libraries never
collide. Screens belong to the program and are found by name.
- **The renderer is registered** (`ui_backend`). It must provide rectangles, text and a text's
width. It can also provide its own button (focus, keys, sound), colour names, a scale, scroll
regions and a file reader. `import "ludic.ui/screen.ludic"` gives the 2D screen's renderer
(`ui_screen_backend()`). `ui_load(path)` reads a file, and `ui_show(screen, view_shop(), x, y, w,
h)` shows a screen, answers the pointer and runs what was pressed. `ui_nodes`, `ui_place`,
`ui_hit`, `ui_press` and `ui_dump` do the same steps one at a time, for a test.
### Memory is safe unless it says `unsafe`
The typed buffers are slices: `words(n)`, `floats(n)`, `fixeds(n)`, `doubles(n)` and
`pointers(n)` make `n` zeroed elements of a `[]int`, `[]float`, `[]fixed`, `[]double` or
`[]pointer`, and the type names `words`, `floats` and the rest mean those slices. Every index is
checked against the length, so running off the end stops the program at that line instead of
writing into whatever lies next. `buffer(n)` is `n` zeroed bytes, a `[]byte`; `text_of(b, n)` makes
text of the first `n`; `Fs.read_bytes(path)` and `Fs.write_bytes(path, b, n)` move them to and from
a file; `view(xs, start, count)` is part of a slice sharing its storage, checked once when it is
made (make one where the buffer is made - each is a small allocation).
What is left is raw memory, and is refused outside `unsafe { }` or an `unsafe function`:
`bytes(n)`, indexing a `pointer` or `bytes`, `free`, `resize`, `Memory.*`, `file_read` and
`file_write`, `data_of(xs)` (a slice's first element, for C), and calling an `extern` C function.
A slice passed to an extern goes as its elements' address, never its header.
`unsafe` itself is for the platform: the runtime, a package from the toolchain or
`ludic_modules`, and what those import from beside them, all of which are unsafe throughout. A
project's own files may write it only when the build says `--unsafe` (`ludic build --unsafe`) -
the compiler and its tools build that way; a game is written against APIs and does not.
```ludic
# doc-check: skip — a fragment
let px = buffer(w * h * 3) # a []byte: bounds-checked
px[0] = 255
Fs.write_bytes("shot.raw", px, len(px))
let hp = floats(3) # a []float
hp[2] = 1.5
```
## Models (entity kinds)
An `model` names a *kind* of entity and the fixed set of properties it
carries. It replaces the empty "tag property" idiom: identity is stored as one
integer per entity, not a parallel boolean array.
```ludic
# doc-check: skip — composite: declarations and statements together
property Pos { x: int = 0, y: int = 0 }
property Stats { hp: int = 10 }
model Player { Pos, Stats } # Player IS a kind, not a property
model Enemy { Pos, Stats }
spawn Player { Pos { x: 5 } } # attaches every listed property
# (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 model — an model can't
be *bound* to a variable since it has no fields of its own. Entity kind is part
of the saved snapshot.
### Prefabs
A **`prefab`** is a model with preset component fields, the Unity prefab in
miniature. `spawn` takes a prefab name like a model name, and the spawn's own
fields override the presets. Prefabs chain, so what several share lives once:
```ludic
# doc-check: skip — composite: prefabs plus their spawns
prefab Foe: Creature { Faction { id: 2 }, Body { policy: BodyPolicy.TopDown } }
prefab Grunt: Foe { Stats { hp: 30, max_hp: 30 }, Weapon { def_id: WeaponId.Bite } }
prefab Boss: Foe { Stats { hp: 400, max_hp: 400 }, Sprite { scale: 4 } }
spawn Grunt { Position { x: 40, y: 60 } } # Foe's presets, Grunt's, then this
let boss = spawn Boss { Position { x: 160, y: 40 } } # spawn is also an expression: the entity
let e = Prefab.spawn(name: kind_name) # chosen at runtime by name (-1 if none)
```
Field values in a prefab are ordinary expressions evaluated at each spawn, so a
preset may read a global (`Sprite { id: art.orc }`). `@OnSpawn(Model)` runs for a
prefab spawn as for any spawn of its model.
## 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
var title_font: int = 0
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: title_font size: 26 fg: Color.Gold align: center
button id: NewGame text: "New Game" font: title_font size: 16 w: 236
button id: Quit text: "Quit" font: title_font size: 16 w: 236
}
}
```
A widget inherits `font`, `size`, `fg` and `align` from the nearest ancestor that
sets them, so a panel states a menu's look once and a label only says what differs.
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: title_font` reads a value the program set first.
Each `id: Name` mints a `UI_Name` handle (the `ui` block name too), used from
handlers:
```ludic
handler Boot phase Start {
title_font = Font.load("…Arial.ttf")
Ui.build() # construct the tree (loads skins/images)
Ui.open(UI_MainMenu) # make it active, focus the first button
}
handler Nav phase Update {
Ui.tick(Input.key()) # w/s move focus, space/enter activate
if Ui.clicked(UI_Quit) { quit() }
Ui.set_text(UI_HpLabel, `HP {hp}`) # poke dynamic values by id
}
handler Draw phase Render { Screen.clear(Color.Black); Ui.render(); Screen.show() }
```
The frame loop ticks navigation on its own, and an activation fires the
`UiClicked { id }` event, so a menu is usually handled by one listener that can
change scene directly:
```ludic
# doc-check: skip — illustrative
@On(UiClicked) handler MenuActions {
if id == UI_Play { become Play }
else if id == UI_Quit { quit() }
}
```
`Ui.open(id: UI_Menu)` activates a menu, `Ui.close()` deactivates it, and
`Ui.set_text(id: UI_Label, text: s)` updates a label. See `examples/games/menu.ludic`
for a complete title screen.
## Types
| Type | Meaning | LLVM IR type |
|------|---------|--------------|
| `int` | 32-bit integer | `i32` |
| `countdown` | an `int` component field the engine steps toward 0 once per Update | `i32` |
| a bare `enum` | its variants, as an `int` | `i32` |
| `IVec2` | an integer (x, y) pair by value — `v.x`, `v.y`, `IVec2.make/add/sub/…` | `i64` |
| `fixed` | Q16.16 fixed-point — deterministic | `i32` |
| `float` | IEEE single-precision floating point | `float` |
| `double` | IEEE double-precision floating point | `double` |
| `bool` | boolean | `i32` |
| `entity` | entity handle | `i32` |
| `string` | text (a string literal, an interpolation, a concatenation) | `ptr` |
| `pointer` | raw address (runtime/FFI, records, anything untyped) | `ptr` |
| `byte` | one byte value (what `p[i]` on a `bytes` buffer reads) | `i8` |
| `bytes` | buffer of bytes — `b[i]` reads/writes one byte | `ptr` |
| `words` | buffer of 32-bit words — `w[i]` reads/writes an `int` | `ptr` |
| `fixeds` | buffer of `fixed` values — `f[i]` reads/writes a `fixed` | `ptr` |
| `pointers` | buffer of pointers — `p[i]` reads/writes a `pointer` | `ptr` |
| `floats` / `doubles` | buffer of floats / doubles — `floats(n)`, `v[i]` | `ptr` |
Allocate raw buffers with `bytes(n)` (n bytes) or `words(n)` (n 32-bit words);
both return a pointer you index with `buf[i]` — retype the binding (`words` /
`fixeds` / `pointers`) to pick the element size. Use `string` for text and
`pointer` for an opaque address: the compiler treats both as one pointer type
(it is the operand kinds, not the name, that select string concatenation and
content comparison), so the name is documentation for the reader.
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
`fixed(i)` (int→fixed) and `floor(f)` (fixed→int).
### Floating point
`float` and `double` are ordinary IEEE numbers with ordinary operators, for
rendering, GPU data and any math that needs more range than `fixed`:
```ludic
program Shade {
function falloff(dist: float, radius: float) -> float {
let k = Math.clamp(1.0 - dist / radius, 0, 1)
return k * k
}
entry {
let light: float = falloff(2, 8) # ints promote to float
print(light * 0.5) # 0.28125
}
}
```
- **Literals take their type from context.** `1.5` is a `float` where a float is
expected — a typed binding, a parameter, a field, the other operand — and
exactly that decimal, not its Q16.16 approximation. With no float in sight it
stays `fixed`, so existing code keeps its meaning. A whole literal expression
(`1.0 / 3.0`) is evaluated in the context's type.
- **`numbers float`.** A file that begins with `numbers float` (or has it inside its `program`
block) takes bare decimal literals as `float`, not `fixed`; the files it imports inherit the
mode (runtime files never do). One line in a package's barrel makes the package float.
- **Promotion.** `int` and `long` promote to the float type of the other operand;
`float` with `double` promotes to `double`.
- **Explicit conversions.** `float(x)`, `double(x)`, `int(x)` (truncates toward
zero), `long(x)`, `fixed(x)` (truncated to Q16.16). `fixed` and the float types never
mix silently, and a `double` narrows to `float` only through `float(x)`.
- **`Math.*`** computes in float when given one (`Math.sqrt(2.0 * x)`) and answers
in that type — `Math.floor(x)` of a float is a float; `sign` returns `int`.
- **Text.** `string(x)`, `print(x)` and interpolation write the shortest decimal
that reads back as the same value: `0.3`, `2.0`, `0.30000000000000004`.
- **Bits.** `float_bits(x)` / `float_from_bits(i)` (and the `double_` pair) move
the IEEE pattern to and from an integer, for files and packets.
- **Determinism.** A `@deterministic` function or handler cannot compute with
floats — the compiler says so — because IEEE results can differ between
machines. Lockstep simulation stays in `fixed`.
## Properties, entities, queries
```ludic
# doc-check: skip — composite: declarations and statements together
property Pos { x: int = 0, y: int = 0 } # typed fields with defaults
property 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 properties:
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; property storage and slot reuse are generated per
program. `self()` yields the entity of the innermost `query` loop.
### A component by entity handle: `Prop.of(e)` / `Prop.has(e)`
A query binds components for the entities it visits. When the handle is already
in a variable — the player, a boss, the `target` of a damage event — `Prop.of(e)`
gives the same typed binding without a loop, and its fields read and assign like
any record's:
```ludic
# doc-check: skip — composite: declarations plus statements using them
property Hero { iframes: int = 0, roll_cooldown: int = 0 }
var player: int = -1
Hero.of(player).iframes = 20 # assign a field
Hero.of(player).roll_cooldown -= 1 # compound-assign one
let hero = Hero.of(player) # or bind the component once
if hero.iframes > 0 { hero.iframes -= 1 }
```
`Prop.of(e)` is unchecked, like a query binding: on an entity that does not carry
the property it reads that entity's zeroed slot. Guard with **`Prop.has(e)`**,
which is true only when `e` is a valid handle, alive, and carries the property —
so `-1` (no entity) and a despawned handle are both simply `false`:
```ludic
# doc-check: skip — illustrative
if Stats.has(target) { Stats.of(target).hp -= amount }
```
**`Prop.count()`** is the number of live entities carrying `Prop` — the
"are there foes left?" question without a counting loop — and
**`Prop.despawn_all()`** despawns every one of them (a room teardown:
`Position.despawn_all()` clears the world and keeps the config entities).
**Timers are a field type.** A component field declared **`countdown`** is an
`int` the engine steps toward 0 once per Update, for every live entity carrying
the component, never below 0. Set it, then test it; no handler counts it down:
```ludic
# doc-check: skip — illustrative
property Roll { frames_left: countdown = 0, cooldown: countdown = 0 }
Roll.of(player).cooldown = 35 # …and 35 frames later it reads 0
if Roll.of(player).cooldown == 0 { start_roll() }
```
Both `Prop.of` and `Prop.has` are the typed, compile-time form of the by-name reflection ABI
(`World.prop_id` / `World.field_id` / `World.get` / `World.set`), which remains
the tool for code that does not know the property name until runtime (mods,
engine systems). A package that declares a real `prop_of` / `prop_has` function
under `@Namespace(Prop)` keeps it — the sugar only applies where no such function
exists.
## Handlers & phases
```ludic
@Queries(these: [Pos, Vel]) # the entities this handler operates on
@Writes(Pos) # declared data access (parsed and reserved; not
@Reads(Vel) # yet consumed by any analysis pass)
handler Move @deterministic phase FixedUpdate
{ Pos.x = Pos.x + Vel.dx }
```
Phases run in this order every frame: **`Start`** (once at boot), then each
frame **`Input` → `FixedUpdate` → `Update` → `LateUpdate` → `Render`**.
`@edge` in front of a `handler` marks one that touches the outside world.
Everything a handler declares beyond its `phase` is an `@annotation` — the
handler's query, its data access, and its modifiers all use one uniform channel
rather than a mix of prefix keywords and signature clauses. `@export fn …`
(a C-ABI-exported function), `@edge handler …`, `@deterministic`, `@pure`,
`@Reads(...)`, `@Writes(...)`. (`@export` sets the export flag; the others parse
but have no codegen effect in the self-hosted compiler yet.)
### Declaring a handler's query (`@Queries`)
`@Queries` declares the entities a handler works on. The body then runs **once
per matching entity**, with each property bound by its own name and `self()`
giving that entity — the query header lifts out of the body into an annotation:
```ludic
# doc-check: skip — illustrative handler
@Queries(these: [Battle { hp <= 0 }, Pos], on: Enemy)
handler CleanBattle phase LateUpdate { despawn self() }
```
is the same program as
```ludic
handler CleanBattle phase LateUpdate {
for (Battle, Pos) in query [Battle, Pos, {Enemy}] where Battle.hp <= 0 { despawn self() }
}
```
`these:` lists the bound properties; a `Prop{constraint}` qualifies its bare
field names to that property (`Battle{hp <= 0}` → `Battle.hp <= 0`). `on: Model`
adds a `{Model}` kind filter. A handler with no `@Queries` runs once per tick.
For a constraint that spans two properties (`Pos.x > Vel.dx`), or several kind
filters, write the loop out with an inline `for (…) in query […] where …`
instead — `@Queries` covers the common per-property case.
### Conditions
A query selects on more than *which* properties 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 — illustrative @Queries constraint
@Queries(these: [Battle { hp <= 0 }, Stats { level > 3 }])
```
The same `where` works on an inline `for (…) in query […]`; in `@Queries` the
equivalent is a per-property `Prop{constraint}`.
A constraint is evaluated **per candidate entity**, so it is the wrong place for
a guard that concerns the whole handler (re-reading `reg(R_MODE)` for every
entity). Keep whole-handler guards in the body of a handler with no `@Queries`,
wrapping an inline query — as `CleanBattle` does in
`examples/games/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.
### Engine-owned systems
Some systems are run by the **engine**, not written as a `handler`. A game opts
in by declaring a well-known component and carrying it on a model; the compiler
inserts the matching system into the frame loop, so the component is ticked with
no handler wired. The systems stand on the by-name reflection ABI, so they never
compile against a fixed layout — a component with the right field names is
enough, and a game that declares none is byte-for-byte unchanged.
| Component | Phase | Effect |
|---|---|---|
| `SpriteAnim { ticks, fps, frames, mode, frame }` | `Update` | advances `frame` — spritesheet frame animation (`mode` 0 loop, 1 once, 2 ping-pong). Optional `event_frame`/`event_fired` fields arm a frame event (`Anim.on_frame` / `Anim.fired`) |
| `Motion { ticks, dur, from, to, ease, value, done }` | `Update` | advances `value` — value tween (`ease` 0 linear, 1 in, 2 out, 3 in-out), latches `done` |
| `Light2D { x, y, radius, color, intensity }` | `Render` | additive radial glow; the engine runs the whole 2D light pass and presents. Optional `direction`/`spread` (cone), `falloff`, `softness`, `gel` fields select the render-quality tiers |
| `Occluder { x, y, w, h }` | `Render` | a rectangular shadow caster the light pass carves out |
| `Ambient { color }` | `Render` | one entity tints the whole scene (night/cave) before lights accumulate |
```ludic
# doc-check: skip — illustrative engine-owned system
property SpriteAnim { ticks: int = 0, fps: int = 0, frames: int = 0, mode: int = 0, frame: int = 0 }
model Hero { Pos, SpriteAnim }
# spawn a walking 6-frame clip at 10 fps; the engine advances SpriteAnim.frame
spawn Hero { Pos { x: 0, y: 0 } SpriteAnim { fps: 10, frames: 6, mode: 0 } }
```
An **ergonomic layer** sits over the animation components: register named clips
with `Anim.clip("run", frames, fps, mode)` and (re)start one with
`Anim.play(entity, "run")` (or `Anim.play(entity, fps, frames, mode)`); arm frame
events with `Anim.on_frame` / read them with `Anim.fired`; start a value tween in
one call with `Motion.to(entity, from, to, dur, ease)`. Standalone **fluent tween
handles** — `Tween.to` / `Tween.chain` / `Tween.delay`, read with `Tween.value` /
`Tween.done` / `Tween.parallel` and cancelled with `Tween.stop` — sequence
multi-step motion the engine advances each tick, beyond a single `Motion`.
A `Light2D` / `Occluder` reads its position from a `Position { x, y }` component
on the same entity when the entity carries one, else from its own `x` / `y`
fields — so "Position + Light2D" and a self-positioned light both work. With
`Light2D` present the engine owns the frame flip: a draw handler renders the
scene and does **not** call `Screen.show`. Beyond the radial core the light pass
carries the render-quality tiers — `Light.spot` cones, a `Light.falloff`
exponent, `Light.soft` shadows (penumbra), `Light.gel` colour cookies,
normal-mapped surfaces (`Light.normal` + `Light.height`), and a
`Light.time_of_day` day/night ramp — every one deterministic.
### Managers: the engine owns the small stuff
Beyond the component systems, a few engine-owned managers cover what every game
otherwise hand-rolls — each a namespace, nothing to declare:
| Manager | What it owns |
|---|---|
| `Fx.sparks` / `Fx.number` / `Fx.clear` | transient sparks and floating numbers: moved, aged, drawn after the sprites, dropped when done |
| `Audio.define(name:, path:)` then `Audio.play(name:)` / `Audio.play_music(name:)` | a sound bank by name; the handle form still works |
| `Camera.shake_for(amount:, frames:)` | a timed screen shake the engine decays |
| `Assets.enqueue` / `pump` / `progress` / `ready`, `Assets.get`, `Audio.play(name:)`, `Assets.font` | one preload queue for images, sounds and fonts, sorted by extension |
| `Prefab.spawn(name:)` | spawning a prefab chosen at runtime |
| `Map.get/set/fill/rect/border/random_cell/random_cell_far/to_tile/is_solid/is_solid_at` | the tilemap edited in place, and what is solid per the `Solids` config (projectiles die on it too) |
| `Stats { damage_pct, crit_pct, leech_pct, thorns, fire_rate_pct }`, `Stats.add`, `Stats.scale_hp` | the build stats every action game bolts on, applied by `Combat.damage` and the weapon system |
| `Dash`, `Melee` (ludic.shooter), `Dungeon.*` (ludic.dungeon), `Brain { hunt_blind }` (ludic.npcai) | the dodge roll with i-frames, the arc swing with knockback, arena rooms with exits, relentless pursuit |
| `PadButton.A/B/X/Y/…`, `CursorMode.*` | names for the input runtime's numbers |
| `TopDown { reticle }`, `Weapon.set_color`, `Sprite.draw_meter`, `Collider.center`, `Prefs.max`, `Assets.enqueue_dir` | the aim line, engine-drawn shots, icon meters, box centres, high scores, a whole asset directory |
| `Sprite { move_id, face, flash, blink }` | the run strip while moving, facing by movement, a white hit flash and an invulnerability blink — all engine-driven |
| `IVec2.distance2/within/heading/along/step`, `Angle.diff_degrees`, `List.sample`, `Input.move_i`, `Screen.bar` | the geometry, sampling, movement intent and meters every action game rewrites |
### Input actions & deterministic replay
Beyond the raw `Input.key()` (this frame's key code), gameplay can read **named
actions** instead of physical keys, so a key is rebindable and a control scheme
is data. `Input.bind(action, key)` binds a key; `Input.down(action)` /
`Input.pressed(action)` read it (held vs one-shot edge); `Input.rebind(action,
from, to)` remaps it at runtime. `Input.poll()` is the single per-frame input
read the actions sit on — which is what makes **deterministic replay** fall out:
`Input.record()` captures the polled key each frame and `Input.replay()` feeds
the tape back, so a run reproduces exactly (the seed of lockstep netcode). All
integer and deterministic. See `examples/library/input_actions.ludic`.
A **device layer** sits over this for input past one key per frame: multiple
simultaneous held keys (`Input.key_down` / `key_pressed` / `key_released`),
analog `Input.axis(neg, pos)` and a normalized `Input.vector(l, r, u, d)`, the
mouse (`Input.mouse_x/y`, `mouse_dx/dy`, `mouse_down`, `wheel`), gamepads
(`Input.pad_button` / `pad_axis` / `pad_connected`) and touch
(`Input.touch_count` / `touch_x/y`). The held set is fed by the window when
windowed, and by the `Input.press` / `Input.set_mouse` / `Input.set_pad` /
`Input.set_touch` injection on every target — Godot-style action injection for
replays, AI and network-fed input — and record/replay snapshots the whole
per-frame state. See `examples/library/input_device.ludic`.
Everything is integer and deterministic (the frame clock ticks at a fixed 60/s),
so animation, motion and lighting reproduce exactly under replay and lockstep
netcode. See `examples/library/anim_ecs.ludic` and `examples/library/light_ecs.ludic`.
## Annotations
Declarations carry `@annotations` in front of them — `@export`, `@edge`, `@pure`,
`@deterministic` — one uniform channel rather than a set of prefix keywords. Two
annotations replace a clause with a decorator.
**`@Queries` — a handler's query as a decorator.** Instead of the `query (v) […]`
clause, a handler annotates its query, with each property's constraints written
inline and the model given as `on:`:
```ludic
# doc-check: skip — composite: a handler plus its property/model declarations
property Transform { x: int = 0, scale: int = 1 }
property Velocity { dx: int = 0, dy: int = 0 }
model Actor { Transform, Velocity }
@Queries(these: [Transform { scale > 0 }, Velocity { dx > 0 or dy > 0 }], on: Actor)
handler Move phase Update {
Transform.x = Transform.x + Velocity.dx # each property is bound by its name
}
```
It desugars to the ordinary loop
```ludic
# doc-check: skip — the desugaring of the @Queries above
for (Transform, Velocity) in query [Transform, Velocity, {Actor}]
where Transform.scale > 0 and (Velocity.dx > 0 or Velocity.dy > 0) { … }
```
— each listed property becomes a binding **named after itself**, a
`Prop{constraint}` block reads its bare names as fields of `Prop`, and `on: Model`
adds a `{Model}` tag filter. The body runs once per matching entity.
**`@Computed` — a derived field.** A property field marked `@Computed` is **not
stored**; `x.field` expands inline to its expression with the bare names read as
fields of `x`. It reads like a field but costs nothing at runtime — no getter, no
storage — so it doesn't reattach behavior to data:
```ludic
# doc-check: skip — a property with a derived field
property Velocity {
dx: int = 0
dy: int = 0
@Computed speed2: int = dx * dx + dy * dy # v.speed2 == v.dx*v.dx + v.dy*v.dy
}
```
**Lifecycle hooks.** A game's timeline has fixed moments, and each is a handler
annotation. They fire in this order and each reduces to ordinary code, so the
data stays plain and behaviour stays in handlers:
```
boot ── @OnStart ─▶ spawn ── @OnAttach(P), @OnSpawn(M) ─▶ … ── @OnDespawn(M) ─▶ quit ── @OnQuit
```
- **`@OnStart` / `@OnQuit`** — the *program*. `@OnStart` runs once at boot (it is
the `Start` phase); `@OnQuit` runs once at shutdown, after the frame loop stops
and before the process exits — the place to `save()` or clean up.
- **`@OnSpawn(Model)` / `@OnDespawn(Model)`** — an *entity*. Both bind the model's
properties by name, and `self()` is that entity; `@OnSpawn` is a constructor
(`@OnSpawn(Hero) handler Remember { player = self() }`), `@OnDespawn` a destructor.
Despawn doesn't statically know an entity's model, so despawn hooks compile to
functions dispatched on the entity's kind. `@OnDespawn` may take an optional
**reason**: `@OnDespawn(Enemy, reason: r)` binds `r` to an `EndReason` the
compiler passes at each teardown site — `EndReason.Despawned` for an in-world
`despawn`, `EndReason.Quit` when the program exits. At shutdown every still-live
entity's `@OnDespawn` fires with `Quit` (no silent deaths), so teardown can
branch on *why* it is ending — save on `Quit`, drop loot otherwise.
- **`@OnAttach(Property)` / `@OnDetach(Property)`** — a *property* attached to or
removed from an entity, with the property bound by name. `@OnAttach` fires once
the fields are seeded (a per-property constructor); `@OnDetach` fires when the
property is removed, *before* its has-flag clears, so the body can read the
outgoing value (a per-property destructor). They pair with the `attach` /
`detach` statements below.
```ludic
# doc-check: skip — lifecycle hooks
@OnStart handler Boot { seed(1) }
@OnSpawn(Enemy) handler Init { Health.hp = Health.max } # constructor
@OnDespawn(Enemy) handler Clean { drop_loot(Health.hp) } # destructor
@OnDespawn(Enemy, reason: r) handler End { # destructor that knows why
match r { EndReason.Quit => save(); _ => drop_loot(Health.hp) }
}
@OnAttach(Sprite) handler Load { Sprite.id = image_load("goblin.png") }
@OnDetach(Sprite) handler Free { image_drop(Sprite.id) } # paired teardown
@OnQuit handler Save { save() } # once, at shutdown
```
**Enable / disable — pause, don't destroy.** `enable` and `disable` are statements
that flip something on or off without destroying it. There are three scopes:
- **`disable P on e` / `enable P on e`** — one *property* on one entity. Disabling
clears the entity's has-flag, so queries stop matching it, but the field values
stay in storage — a later `enable` restores them untouched. `@OnDisable(P)` and
`@OnEnable(P)` are handler annotations that run at the toggle point with the
property bound by name (like a one-entity `@OnSpawn`).
- **`disable Model` / `enable Model`** — a whole *model*. Its entities drop out of
every query while disabled; the entities and their data are left alone.
- **`disable Handler` / `enable Handler`** — a *handler*. It stops being called
each phase while disabled, and resumes on `enable`.
Each toggle is one global flag flip (or one has-flag store), so nothing is copied
or freed — enable/disable is cheap and fully reversible.
**Attach / detach — add, don't just resume.** Where `enable`/`disable` *pause* a
property that already belongs to an entity, `attach`/`detach` change what the
entity *has*:
- **`attach P on e` / `attach P on e { field: v, … }`** — add property `P` to a
live entity, seeding its fields from the defaults plus any overrides, and fire
`@OnAttach(P)`. It fires only on a real transition: attaching a property the
entity already has is a no-op.
- **`detach P on e`** — remove `P`, firing `@OnDetach(P)` (which still reads the
outgoing value) before the has-flag clears. Also a no-op if `P` is absent.
The distinction mirrors DOTS's enableable components vs structural add/remove, or
Bevy's disable vs `Remove`: `disable` is a reversible pause that keeps the data;
`detach` is a structural removal (a following `attach` re-seeds fresh fields).
```ludic
# doc-check: skip — enable/disable + attach/detach
@OnDisable(Shield) handler Down { play("shield_break.wav") }
@OnEnable(Shield) handler Up { play("shield_up.wav") }
@OnAttach(Shield) handler Grab { play("shield_get.wav") }
@OnDetach(Shield) handler Drop { play("shield_drop.wav") }
disable Shield on self() # pause: this entity loses its shield; data kept
enable Shield on self() # resume: shield back, amount unchanged
attach Shield on self() { amount: 3 } # structural: give it a fresh shield
detach Shield on self() # structural: take the shield away entirely
disable Gravity # a whole model sits out every query
disable AiThink # a handler stops running each phase
```
See [`examples/lang/toggle.ludic`](examples/lang/toggle.ludic) for the three enable/disable
scopes, [`examples/lang/detach.ludic`](examples/lang/detach.ludic) for the structural
attach/detach pair, and [`examples/lang/reason.ludic`](examples/lang/reason.ludic) for
reason-carrying teardown. The rest of the lifecycle roadmap (value-change hooks,
query-membership edges, keyed effects) is in
[the Lifecycle design](https://git.workshopsoft.io/workshopsoft/ludic/wiki/Design/Lifecycle).
**`@Handles` — the handlers a program drives.** Written in front of the
`program`, `@Handles(Move)` names the handlers it uses. It parses and reads as
documentation; every declared handler still runs (registration is implicit).
See [`examples/lang/annotations.ludic`](examples/lang/annotations.ludic) (queries, computed
fields, one hook) and [`examples/lang/lifecycle.ludic`](examples/lang/lifecycle.ludic) (the
whole timeline), plus [`examples/lang/toggle.ludic`](examples/lang/toggle.ludic)
(enable/disable). Scenes and their `on enter` / `on exit` lifecycle blocks are
implemented — see "Scenes & layers" below. (An annotation spelling,
`@OnEnter(Scene)` / `@OnExit(Scene)`, is a designed but not-yet-built convenience
— see [the Scenes design](https://git.workshopsoft.io/workshopsoft/ludic/wiki/Design/Scenes); today the hooks are written as `on
enter { … }` inside the `scene`.)
## Events & modding (`event`, `emit`, `@On`)
Where lifecycle hooks are the *closed, in-language* reactions the game author
compiles in, **events are the open, runtime surface a game exposes to mods** —
code loaded after compilation, in any language with a C ABI. The two share their
fire sites; an event is a hook seen from across the ABI. A program that declares
no `event` is compiled byte-for-byte as before.
- **`event E { field: T = default, … }`** declares a public event carrying a flat
POD payload (fields may be empty). **`@On(E) handler Name { … }`** registers an
in-language listener whose body reads the payload fields by name. **`emit
E(field: v, …)`** fires it — every listener runs, in declaration order, as a
direct call. It all desugars to a `@ev_<E>` function; there is no interpreter.
```ludic
# doc-check: skip — illustrative
event Hurt { entity: int, amount: int }
@On(Hurt) handler Flash { hud_flash(amount) } # payload bound by name
emit Hurt(entity: e, amount: 5) # fires every listener
```
- **The foreign ABI.** Each event also generates `int ludic_on_<E>(void (*cb)(Ev*))`
and a payload struct `%Ev_<E>`, so a mod in C / Lua / JS (over its FFI) registers
a callback and is dispatched to right after the native listeners — the closed and
open halves, one dispatch. Native listeners cost a direct call; foreign ones one
indirect call over a fixed-capacity array (registration order = dispatch order,
so a modded game stays deterministic). See [`examples/events/mod_events.ludic`](examples/events/mod_events.ludic).
- **`@Public` promotes a lifecycle hook to an event, across the whole
architecture.** The game's own lifecycle becomes moddable with no hand-written
`emit`, at every scope:
- **program** — `@Public @OnStart`/`@OnQuit` → `program_start` / `program_quit`
(the top-level mod entry/exit points). See [`examples/events/program_events.ludic`](examples/events/program_events.ludic).
- **models** — `@Public @OnSpawn(Enemy)`/`@OnDespawn(Enemy)` →
`model_Enemy_spawn` / `model_Enemy_despawn` (entity, + `EndReason` on despawn).
See [`examples/events/promote.ludic`](examples/events/promote.ludic).
- **properties** — `@Public @OnAttach/@OnDetach/@OnEnable/@OnDisable(P)` →
`prop_<P>_attach` / `_detach` / `_enable` / `_disable`. See [`examples/events/prop_events.ludic`](examples/events/prop_events.ludic).
- **scenes** — a `public` scene → `scene_<S>_enter` / `scene_<S>_exit`. See [`examples/events/scene_events.ludic`](examples/events/scene_events.ludic).
- **layers** — a `public` layer, with `enable layer L` / `disable layer L`
flipping the layer on and off (its handlers stop while hidden) →
`layer_<L>_show` / `layer_<L>_hide`. See [`examples/events/layer_events.ludic`](examples/events/layer_events.ludic).
- **`cancellable` events are decisions, not just notifications.** A listener on a
`cancellable` event may `cancel` it (a foreign listener sets the payload's
trailing `cancelled` flag); `emit E(…)` used as an *expression* yields that flag,
so the caller applies the action only when it wasn't vetoed — the Bukkit/DOM
`preventDefault` shape. See [`examples/events/cancel.ludic`](examples/events/cancel.ludic).
```ludic
# doc-check: skip — illustrative
event cancellable BeforeHurt { amount: int }
@On(BeforeHurt) handler Armor { if amount > 10 { cancel } }
if emit BeforeHurt(amount: dmg) == 0 { hp = hp - dmg } # apply only if not vetoed
```
The full modding roadmap — the world-table reflection ABI, scoped/leak-proof
listeners, and the sandbox — is in [the Events design](https://git.workshopsoft.io/workshopsoft/ludic/wiki/Design/Events).
## Records (`property`), arrays and slices
There is one record keyword, `property` — a named set of typed fields with
defaults. How a property is *stored* follows from how it is *used*, so the same
declaration covers both ECS components and the plain records a program keeps
outside the ECS:
- listed in a `model` (or attached by `spawn`) → a **component**, stored in the
engine's per-entity arrays and bound in queries;
- constructed with **`new`** → a **heap record**, addressed by a pointer.
A program that only declares `property` records and functions — never a `model`
or `handler` — is not an ECS program at all: it gets no entity storage or
runtime, just the record layouts and `new`. (This is exactly how the Ludic
compiler is written in itself.)
```ludic
property Tok { kind: int = 0, line: int = 0, next: Tok }
handler Lex phase Update {
let t = new Tok # allocates; every field seeded from its default
t.kind = 1
}
```
A `new` record has **reference semantics**: the value is a pointer to the
object, so assigning or passing one shares it rather than copying.
```ludic
property Tok { kind: int = 0, line: int = 0, next: Tok }
function bump(t: Tok) -> void { t.kind = t.kind + 1 }
handler Share phase Update {
let a = new Tok
let b = a # b and a are the SAME object
b.kind = 9
print(a.kind) # 9
bump(a) # the mutation is visible to the caller
print(a.kind) # 10
}
```
Fields chain, so a record can refer to its own type and be walked without
temporaries — which is what an AST or a linked list needs:
```ludic
handler Walk phase Update {
let a = new Tok
let b = new Tok
a.next = b
print(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
handler 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
handler Collect phase Update {
let toks = new []Tok
push(toks, new Tok)
for i in 0 .. len(toks) { print(toks[i].kind) }
}
```
A slice whose contents are known up front is written as a **list literal**:
`[2, 3, 5, 7]` or `["ember", "depths"]` builds a fresh slice holding exactly those
elements. The first element fixes the element type (`[]int`, `[]string`, a
record type, …) and every later element must match it; an empty `[]` is an error
(there is nothing to infer from — use `new []T`). List literals are the natural
way to write a table of records: `let rows = [Row { … }, Row { … }]`.
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
**Functions are values.** `fn(int, float) -> bool` is a type (no `->` means it returns
nothing), `fn name` is any top-level function as a value of its own type, and a call through a
local, a global, a record field, a slice element, a parameter or a result of a function type
calls whatever it holds. Two function types mix only when they are the same, and a value may be
`null`. A registry holds behaviour this way, and a package takes a callback:
```ludic
# doc-check: skip — illustrative
property Kind { name: string = "", use: fn(Thing) -> bool = null }
function kind_def(name: string, use: fn(Thing) -> bool) -> void { ... }
kind_def("bush", fn bush_use)
if kinds[k].use(t) { sound_pickup() }
```
```ludic
function heal(amount: int) -> int { return amount * 2 }
```
A call passes arguments **positionally or by name**. A named argument is the
parameter's name, a colon, and the value; named arguments may come in any order
and are reordered to the declaration at compile time. A call is either all
positional or all named — the two do not mix. This works for every callable:
bare functions, `namespace` and `@Namespace` functions, externs, and the
builtin namespaces (`Screen.*`, `Input.*`, …):
```ludic
# doc-check: skip — composite: a declaration plus its uses
function define_weapon(name: string, fire_rate: int, damage: int) -> int { … }
define_weapon("pistol", 9, 14) # positional
define_weapon(name: "pistol", fire_rate: 9, damage: 14) # named, reads as a table row
Weapon.def(damage: 14, name: "pistol", fire_rate: 9) # any order, on a namespace too
```
```ludic
extern function c_hypot(a: fixed, b: fixed) -> fixed = "hypot_fx" # bind a C symbol
```
`extern function … = "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/library/`).
## Statements
`let x = expr` / `var x = expr` · `x = expr` (`+= -= *= /=`) · `if cond { }` /
`if/else` (the `else` is optional) · `while cond { }` · `for i in a .. b { }`
(numeric range) · `for (…) in query […] { }` · `break` · `continue` · `return` ·
`spawn` · `despawn` · `enable` / `disable` (a property `on e`, a model, or a
handler) · `attach` / `detach` (a property `on e`) · `match` · `machine`.
### Bindings: `let`, `var`, `const`
A binding's keyword states whether it can be reassigned, the way Rust and Swift
use them — not its scope (position decides that: inside a body it is a local,
at the top level it is module state).
- **`let x = e`** — an *immutable* binding. `x = …` afterward is a compile error
(`cannot assign to immutable 'x'`). Reach for `let` by default.
- **`var x = e`** — a *mutable* binding: `x`, `x += 1`, … reassign it. Use it for
loop accumulators and anything that genuinely changes.
- **`const NAME = e`** — a compile-time constant (folded, no storage).
A program-scope `var` may be initialized with **any expression** — a literal, an
`Enum.Variant`, a `new Record`, a call. What the compiler can fold becomes the
global's initial value; the rest runs once at startup, in declaration order,
after the runtime boots and before the `Start` phase:
```ludic
# doc-check: skip — illustrative globals
var run: Progress = new Progress # allocated before Start
var origin: IVec2 = IVec2.zero()
var mode: HeroState = HeroState.Idle # folded
```
Declaring the same `var` twice is an error — including a name the spliced engine
runtime already uses, which the message says (`variable ui_font is also a
variable of the engine runtime; choose another name`).
Immutability is of the **binding**, not the object. A `let` that holds a record
or slice still lets you mutate *through* it — the reference itself just cannot be
repointed:
```ludic
# doc-check: skip — illustrative bindings
let n = new Node # immutable binding…
n.kind = 1 # …but mutation through it is fine
n = new Node # ERROR: cannot assign to immutable 'n'
var total = 0
for i in 0 .. 10 { total += i } # a var is the right tool for an accumulator
```
**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/games/chronorift/combat.ludic`:
```ludic
# doc-check: skip — illustrative: elided bodies
machine R_PHASE {
state KnightMenu { … if is_confirm(k) { …attack… become KnightResolve } }
state KnightResolve { … become MageMenu }
state EnemyTurn { … become KnightMenu }
}
```
States **number themselves by declaration order** (`KnightMenu` is `0`,
`KnightResolve` is `1`, …) — no magic constants. (An explicit `state Name = expr`
is still accepted when a state needs a specific value.) A `machine <reg>` reads
`reg(<reg>)` to pick the state; `become Name` compiles to `set_reg(<reg>, <Name's
value>)`. Both lower to plain branches (and `match` runs on the native LLVM
backend too).
The store is usually a program-scope `var`. Declare it with an **enum type** and
the machine's states are that enum's variants, matched by name — so the rest of
the program compares the store against `HeroState.Rolling` and the machine needs
no `= value` on any state:
```ludic
# doc-check: skip — composite: declarations plus a machine over them
enum HeroState { Idle, Rolling, Swinging }
var hero_state: HeroState = HeroState.Idle
machine hero_state {
state Idle { if wants_roll { become Rolling } } # HeroState.Idle
state Rolling { if done { become Idle } } # HeroState.Rolling
state Swinging { … }
}
if hero_state == HeroState.Rolling { … } # readable from anywhere
```
A state that names no variant of the store's enum is a compile error. A bare
(payload-free) enum is an `int`-sized type wherever a type is written — a `var`,
a parameter, a field, a return.
## Enums
`enum` names a set of related integer values so a magic-number space — a menu
selection, a mode, a machine state — reads as names instead of literals:
```ludic
# doc-check: skip — composite: a declaration plus its uses
enum Action { Attack, Guard, Item, Flee } # Attack = 0, Guard = 1, …
match reg(R_CUR) { Action.Attack => attack() Action.Guard => guard() _ => wait() }
if reg(R_MODE) == Mode.Battle { … }
```
A bare variant is a **compile-time `int`** accessed as `Enum.Variant` (`Action.Guard`
is `1`), numbered from `0` by declaration order, so it works anywhere an int does
— `match` patterns, comparisons, `set_reg`. A plain (all-bare) enum is a naming
layer over `int`: an enum value lives in an ordinary `int` or register (and is
saved with it). See `examples/games/chronorift/combat.ludic`, whose battle menus
dispatch on `KnightAct`/`MageAct` instead of `0..3`.
A variant may instead carry a **payload**, which makes the enum a *tagged union*:
```ludic
# doc-check: skip — composite: a declaration plus its uses
enum Tile { Empty, Wall, Door(int), Portal(int, int) }
let t: Tile = Door(3) # constructed by name; bare Empty for no payload
match t {
Empty => rest()
Wall => block()
Door(n) => open(n) # payload bound as `n` in this arm
Portal(x, y) => teleport(x, y) # both fields bound
}
```
A payloaded value is boxed (a tag plus its payload slots) and carries the enum's
type, so it flows through `let`, params and returns. A tagged `match` is checked
for **exhaustiveness** — every variant must be handled or a `_` arm given — and
constructor/pattern arities are checked, so adding a variant flags each match that
must learn it. Bare enums are untouched by this and keep their zero-cost form.
## Expressions
Precedence (high to low): `postfix(. [] ()) → unary(- ~ not) →
* / % << >> & → + - | ^ → compar(< <= > >= == !=) → and → or`.
The bitwise operators bind **tighter than comparison** (Go-style), so
`flags & MASK == 0` means `(flags & MASK) == 0` — no parentheses needed.
Operators are built-in only (no overloading). The boolean operators are spelled
**`and` / `or` / `not`**; `&&` and `||` are not Ludic operators, and a bare `!` is
rejected with a diagnostic naming the fix (`!=` is unaffected). Bitwise operators
are **`& | ^ << >> ~`** (`>>` is a logical/unsigned shift).
**Strings are values.** `a + b` concatenates two strings, and `a == b` / `a != b`
compare them **by content** (not by pointer). `"go" + dir == "goleft"` works as
written. (Under the hood these call a small emitted string runtime; a `==`/`!=`
against `null` is still a pointer test. Every other reference — records, slices,
enums — compares by identity, and comparing a string with one is a compile error.)
**Interpolation is the readable way to build them.** A backtick string
`` `text {expr} text` `` embeds any expression in `{…}` — numbers, bools and
`fixed` values become text automatically, strings pass through — and desugars to
the `+` chain above:
```ludic
# doc-check: skip — illustrative interpolation
let msg = `hello {name}, you have {count + 1} messages`
# == "hello " + name + ", you have " + str(count + 1) + " messages"
```
`str(x)` is the same conversion on its own. Write a literal brace as `{{` / `}}`.
**Slicing.** `s[a..b]` is a fresh substring of the bytes `[a, b)`, and `len(s)`
is a string's byte length — so `path[0..len(path) - 6]` trims an extension and
`s[i]` still indexes a single byte. `expr with { field: … }`
is not implemented; records appear only in `spawn`. Char literals (`'w'`) are
`int` code points; colors are hex ints (`0xff8800`). `null` is the null-pointer
literal; test any pointer/record/slice with `x == null` / `x != null` (an unset
`Node`/`ptr` field reads back as `null`).
## 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; any program, ECS or not)
# fixed fixed(i)->fixed floor(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.close() 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) (bare only)
# assets png_load(path)->id (decodes a PNG; returns a 16x16 sprite id)
# input Input.key()->int (current frame's key code, 0 if none)
# entity self()->entity
# save save() load()->bool (binary snapshot of the whole ECS World)
# control quit() print(x) (a value + newline)
# convert str(x) -> str (int/bool/fixed -> text)
# length len(x) -> int (elements of a slice, or bytes of a string)
# OpenGL Gl.<snake_name>(…) every OpenGL 4.1 core entry point (glBindBuffer -> Gl.bind_buffer,
# GL_* constants as-is) float/double parameters take fixed; buffers are bytes/words
# Gl.open(width,height,title) Gl.swap() Gl.screenshot(path) Gl.program(vs,fs) Gl.vao() Gl.floats(n) …
# process arg_count()->int arg(i)->str (the command line; argv[0] included)
# exit(code) run(cmd) getenv(name) read_char()->int
# file_stderr()->ptr file_stdout()->ptr (handles for file_write)
```
## Tooling
```bash
ludic new mygame # a project that builds and plays as it stands
ludic run # compile src/main.ludic and run it
ludic build --headless # headless build (renders out.ppm; reads stdin)
ludic test # compile and run the project's `test` blocks
ludic test tests/math.ludic --test adds # just the test named "adds" (-v: every result line)
ludic test packages/ludic.base # the test programs under a directory (a package's)
ludicc app.ludic -o build/app # the compiler directly: a native binary
ludicc app.ludic --emit-llvm -o app.ll # stop at LLVM IR
```
A test program is a file of `test "name" { ... }` blocks with `expect(cond)`, `expect_eq(a, b)` and
`expect_near(a, b, tol)` in them (on ints and fixeds, or on floats and doubles, which compare - and
print - as floats); a test block is type-checked like `entry`, so a generic function
called from one works as it does anywhere. `ludic test` finds `tests/*.ludic` and `src/**/*_test.ludic`;
given a directory, it runs every `*_test.ludic` under it and every file straight inside a `tests/`
directory under it. **Each test block runs in a process of its own**, so a global one test changes
is back to its initial value in the next - no test depends on another having run, or not. A
failed assertion names its file, as the compiler was given it, and its line:
```
pk/src/sums_test.ludic:6: expect_eq failed (got 4, want 5)
FAIL - wrong
```
A test program's runner takes a test's name as its one argument, and `--list` to name them all -
which is how `ludic test` runs them one at a time.
`ludic` is the CLI (`ludic help`); `ludicc` is the compiler it drives, built from
the IR seed by `bin/ludic-dev build-cli`. **[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`) that `bin/ludic build` / `bin/ludic-dev reseed` rely on. The default mode
is auto: a file with `handler`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 formatter — `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, reported as
`file:line: error: message`; richer static checks (unknown identifiers,
duplicate types, unknown fields, arity) are future work.
`ludic-fmt --check` also enforces a project's style, stated in its `package.ludic`:
```
lint one_statement # two statements on one line
lint max_file_lines 100
lint max_function_lines 50
lint max_comment_lines 2 # a comment says why, in a line or two
lint max_header_lines 3 # the comment that opens a file
lint paths "src" "lab" # what `ludic-fmt --lint` walks
lint baseline "tests/lint-baseline.txt"
```
`ludic-fmt --lint` checks the project's paths; the baseline is a ratchet - the violations each file
had when a rule came in, which it may keep but not add to, lowered automatically as they are
fixed - so a rule can arrive in a codebase that breaks it today (`ludic-fmt --init-baseline`
writes it). A `;` or a `#` inside a string does not count.
### Editors
```bash
bin/ludic-dev tools # -> bin/ludic-fmt, bin/ludic-lsp
bin/ludic-fmt -w src/ # format in place (keeps comments)
bin/ludic-fmt --check . # CI: exit 1 if anything is unformatted
bin/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/games/chronorift.ludic` — a co-op JRPG (overworld, dungeon, boss, shop,
save) using CC0 Kenney sprites. Split across `chronorift/*.ludic` via `import`,
built on models.
- `examples/games/menu.ludic` — a retained-UI title screen (9-slice panel, TrueType
labels, focusable buttons).
- `examples/games/snake.ludic` — Snake, no assets — same compiler, proving generality.
```bash
bin/ludic build examples/games/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.
- **`reads` / `writes` clauses** — parsed and reserved on the handler 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 `bin/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.
Records (`property` used with `new`) and array types, `break`/`continue`, and
argv/stderr — once listed here as near-term — are now implemented and
self-hosting; their lowerings are in
[the Bootstrap deep-dive](https://git.workshopsoft.io/workshopsoft/ludic/wiki/Bootstrap) §4.
## Scenes & layers
> **Implemented (S0).** `scene`, `layer`, and the `on enter` / `on exit` hooks
> compile; [`examples/lang/scenes.ludic`](examples/lang/scenes.ludic) runs and is checked
> by `bin/ludic-dev test`. A scene lowers to a `machine` the compiler writes for you: one
> implicit active-scene register, states numbered by declaration order, and
> `become` as two direct calls plus a store. Richer scene features (the overlay
> stack, scene-owned entities, scene-local state, transition parameters) are
> designed in [the Scenes design](https://git.workshopsoft.io/workshopsoft/ludic/wiki/Design/Scenes) and not built yet.
A program 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 handler. `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 {
handler Choose phase Update {
if ui_clicked(UI_NewGame) { become Overworld }
}
}
}
scene Overworld {
on enter { spawn_party() }
layer World { handler Move phase Update { … } }
layer Hud { handler Draw phase Render { … } }
}
```
- Exactly **one scene is active**. The one marked `start` runs first (or the
first declared, if none is marked); its `on enter` fires once at boot, right
after the `Start` phase.
- A scene's handlers only run while it is active. Handlers declared outside any
scene are global and run every frame regardless.
- **Layers group handlers and declaration order is draw order**: within a phase,
global handlers 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 handler may not use phase `Start`.
- `become Name` transitions: the current scene's `on exit` runs, the active scene
becomes `Name`, and its `on enter` runs. Inside a layer handler the compiler
knows which scene is leaving, so a transition costs two direct calls and a
store. From code no scene owns — a global handler, an `@On(Event)` listener, a
plain function — `become` runs the *live* scene's `on exit` through one
generated dispatch (`@L_scene_leave`), so a menu can react to `UiClicked` and
`become Play` from a listener.
- **`scene Title shows TitleMenu { … }`** — the scene owns a `ui` block: the
engine frees the cursor and opens the menu on enter, draws it last in the
`Overlay` phase, and closes it on exit. The scene's own handlers stay for the
rest (`Ui.set_text` in `on enter`, a `Hud.draw()` under an overlay menu).
- **`scene Splash lasts 110 then Title { … }`** — a timed scene: the engine counts
the frames and moves on. **`scene Loading start loads then Title { … }`** — a
loading scene: the engine pumps the `Assets` queue each frame, draws a default
progress bar, fires `AssetsReady` once, and moves on when everything is in.
- **`button id: Resume text: "Resume" goto: Play`** in a `ui` block — a click
changes scene; no listener to write for the plain navigation buttons.
- Handler names inside a scene's layers are qualified by the scene (`Play_Draw`),
so two scenes may both have a `Draw`; `enable` / `disable` by the bare name
still resolves inside that scene.
- A layer handler may carry **`@Queries`** (and only that annotation), so a scene
owns its per-entity systems: `@Queries(these: [Particle]) handler AgeSparks
phase Update { … }` runs once per matching entity, only while the scene is
active.
- **The active scene is snapshotted per phase.** A `become` mid-phase runs its
`on exit`/`on enter` immediately, but the switch of *which layers dispatch*
takes effect at the next phase boundary — so exactly one scene's layers run in
any single phase, and a `become` in `Update` is visible to that same frame's
`Render`.
[`examples/lang/scenes.ludic`](examples/lang/scenes.ludic) is a runnable, tested example
of these rules.
## Queries in a handler signature
When a handler's whole body is one query loop, the loop header lifts into a
`@Queries` annotation (see "Declaring a handler's query" above):
```ludic
# doc-check: skip — illustrative handler
@Queries(these: [Battle { hp <= 0 }, Pos], on: Foe)
handler CleanBattle phase LateUpdate { despawn self() }
```
This is exactly equivalent to wrapping the body in
`for (Battle, Pos) in query [Battle, Pos, {Foe}] where Battle.hp <= 0 { … }` —
same lowering, same semantics. The body runs once per matching entity and
`self()` is that entity. `examples/lang/qdecl.ludic` is a working example.
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.