ludic/examples/lang/annotations.ludic
Orkuncakilkaya fb728bbefe chore(repo): DX cleanup — categorise examples, text-diffable golden, build/ output (#27 #28 #30)
Repository-cleanup / DX pass folding three tracker items into one coherent
change, verified green end to end (`bin/x test` 49/0, `bin/x selfhost-test`
29/0, `bin/x test-tools` 29/0).

#28 — curate & categorise examples/
- 42 flat entries regrouped into intent-revealing subdirs: games/, rendering/,
  ecs/, events/, networking/, lang/, library/ (was lib/).
- chronorift dir-vs-file duplication resolved: the entry file and its import
  modules now live together under games/chronorift(.ludic).
- Every path reference updated repo-wide (test runner, editor-tool drivers,
  docs/site, design docs).
- New examples/README.md indexes the whole set with run commands.
- Showcase examples without a self-asserting entry (hello, events, net_rt) now
  get a compile-only rot guard in `bin/x test`, so nothing here rots silently.

#30 — text-diffable golden baseline
- The 4 binary selfhost/golden/*.ppm blobs are replaced by a single
  selfhost/golden/renders.sha256 manifest (SHA-256 per render). Hashes are
  byte-identical to the old PPMs, so the baseline is unchanged — only its form.
- game_case now compares framebuffer hashes; a regression shows as a changed
  hex line in review, not "binary files differ".
- New `bin/x golden` regenerates the manifest deliberately (review with
  `git diff selfhost/golden/renders.sha256`).

#27 — PPM & asset handling
- Headless renders now write build/out.ppm, never the repo root; `x app`,
  `x clean`, messaging and .gitignore updated to match. Nothing is written to
  the working root any more.
- Redundant local Kenney .zip archives removed (the art ships extracted;
  .gitignore already excludes *.zip). CC0 License.txt files retained.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-30 18:54:21 +03:00

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