Self-hosted compiler (selfhost/*.ludic), runtime, examples, editor tooling, and docs. Phase 1 of the syntax-redesign cohesion pass has landed: edge-system fix, signature-query, when-alias, and the documentation truth-pass. Suite green (14/14), C-free bootstrap fixpoint holds. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
106 lines
3.8 KiB
HTML
106 lines
3.8 KiB
HTML
<!doctype html>
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<!-- =========================================================================
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runtime/web/index.html — the page a web build is served from.
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ludicc copies this file next to the .wasm, substituting the module name and
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the game's title. It mounts a canvas, hands it to runtime/web/platform.js,
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and gets out of the way: everything you see after that is drawn by compiled
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Ludic writing pixels into its own framebuffer.
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========================================================================= -->
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<html lang="en">
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<head>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, initial-scale=1, viewport-fit=cover">
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<title>{{TITLE}}</title>
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<style>
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:root { color-scheme: dark; }
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* { box-sizing: border-box; }
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html, body {
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margin: 0; height: 100%;
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background: #101018;
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color: #c8c8d8;
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font: 14px/1.5 ui-monospace, SFMono-Regular, Menlo, Consolas, monospace;
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}
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body {
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display: flex; flex-direction: column;
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align-items: center; justify-content: center;
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gap: 14px; padding: 16px;
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}
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h1 { margin: 0; font-size: 15px; font-weight: 600; letter-spacing: .08em; text-transform: uppercase; color: #8a8aa8; }
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#screen {
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display: block;
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background: #000;
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border: 1px solid #2a2a3c;
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border-radius: 3px;
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/* platform.js publishes --ludic-w/h/scale when the game opens its window.
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Draw at the scale it asked for, but never wider than the page or taller
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than the room left over — and derive the limit from the *width* so the
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aspect ratio survives, which a plain max-height would not do. */
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--fit-height: 72dvh;
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width: min(
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calc(var(--ludic-w, 320) * var(--ludic-scale, 1) * 1px),
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100%,
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calc(var(--fit-height) * var(--ludic-w, 320) / var(--ludic-h, 240))
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);
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image-rendering: pixelated;
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touch-action: none;
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}
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#status { min-height: 1.5em; color: #6a6a86; font-size: 12px; text-align: center; }
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#status.error { color: #d08a8a; }
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/* An on-screen d-pad, shown only where there is no keyboard to type on. */
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#pad { display: none; gap: 8px; }
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#pad button {
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width: 52px; height: 52px;
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font: inherit; font-size: 16px;
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color: #c8c8d8; background: #1c1c2a;
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border: 1px solid #33334a; border-radius: 6px;
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}
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#pad button:active { background: #2a2a3e; }
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@media (hover: none) and (pointer: coarse) { #pad { display: grid; grid-template-columns: repeat(3, auto); } }
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.spacer { visibility: hidden; }
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</style>
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</head>
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<body>
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<h1>{{TITLE}}</h1>
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<canvas id="screen" width="320" height="240"></canvas>
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<p id="status">loading…</p>
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<div id="pad" aria-label="on-screen controls">
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<button class="spacer" tabindex="-1"></button>
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<button data-key="w" aria-label="up">↑</button>
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<button class="spacer" tabindex="-1"></button>
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<button data-key="a" aria-label="left">←</button>
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<button data-key=" " aria-label="confirm">•</button>
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<button data-key="d" aria-label="right">→</button>
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<button class="spacer" tabindex="-1"></button>
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<button data-key="s" aria-label="down">↓</button>
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<button class="spacer" tabindex="-1"></button>
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</div>
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<script type="module">
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import { LudicWeb } from './platform.js';
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const status = document.getElementById('status');
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try {
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const game = await LudicWeb.start({
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wasm: '{{WASM}}',
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canvas: document.getElementById('screen'),
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manifest: 'assets.json',
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onExit: () => { status.textContent = 'game over — reload to play again'; },
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});
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status.textContent = 'running';
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for (const b of document.querySelectorAll('#pad button[data-key]')) {
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const send = (ev) => { ev.preventDefault(); game.press(b.dataset.key); };
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b.addEventListener('pointerdown', send);
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}
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} catch (err) {
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status.className = 'error';
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status.textContent = 'failed to start: ' + err.message;
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throw err;
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}
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</script>
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</body>
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</html>
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