- runtime: HEADLESS_FRAME_PATH, STICK_DEADZONE / STICK_LEFT_X/Y, key and byte codes as char literals throughout (`k == 'w'`, `fill(rt_map, ' ', …)`) - ludic.gameplay/stats: drop the duplicate `stat_field` (it answered "atk" for every build stat); Stats.base uses stats_field_name - ludic.shooter: compare aim modes and fire patterns with AimMode.* and WeaponPattern.* instead of raw ints; STICK_RIGHT_X/Y - ludic.npcai: DecisionMade / brain_set_state use AiState.* - examples/games/menu.ludic uses Font.load / Ui.* with FONT_PATH and BACKDROP named; strings.ludic header says what it prints - whole tree: `x = x + 1` → `x += 1` (single-term right-hand sides only), `0 - x` → `-x`, ASCII codes → char literals; every .ludic and every ```ludic fence reformatted with the fixed formatter (whitespace only) Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
33 lines
746 B
Text
33 lines
746 B
Text
# hello.ludic — smallest program that exercises the ECS pipeline
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program Hello {
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property Pos { x: int = 0, y: int = 0 }
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property Vel { dx: int = 0, dy: int = 0 }
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handler Boot phase Start {
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spawn Mob {
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Pos { x: 3, y: 4 }
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Vel { dx: 1, dy: 0 }
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}
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spawn Mob {
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Pos { x: 10, y: 2 }
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Vel { dx: 0, dy: 1 }
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}
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}
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# a handler declares the entities it operates on with @Queries: the body then
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# runs once per match, each property bound by name and self() giving that entity.
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@Queries(these: [Pos, Vel])
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handler Move phase FixedUpdate {
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Pos.x += Vel.dx
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Pos.y += Vel.dy
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}
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handler Report phase Update {
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for (p) in query [Pos] {
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print(p.x)
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print(p.y)
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}
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quit()
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}
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}
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