ludic/examples/chronorift.ludic
Orkuncakilkaya 42f955fd22 Phase 6a: rename core vocabulary (game/main/component/archetype/system)
game/module -> program, main -> entry, component -> property,
archetype -> model, system -> handler. Done via a transitional self-hosting
bootstrap: parser accepts both -> reseed -> compiler source moved to new
keywords + parser tightened to new-only -> reseed (fixpoint holds). Old keywords
now rejected.

Token-safe corpus migration (tools/ludic-tools/rename_kw.c) leaves the LLVM
@main/entry: labels in emit strings untouched; goldens byte-identical. Editor
vocab (header/JetBrains/TextMate/emacs), check-docs wrapper, and doc fences
updated; error string 'unknown component' -> 'unknown property'. test.sh 14/14,
test-tools 28/0, check-vocabulary green. (Doc prose pass to follow.)

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-27 18:22:13 +03:00

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# ============================================================================
# chronorift.ludic — a 2D windowed co-op JRPG written in Ludic (CC0 Kenney art)
# Overworld + dungeon + random encounters + co-op turn battle + boss + save.
# Compiles to a native macOS app: ludicc -> LLVM IR -> native binary. No C.
#
# This entry file is deliberately thin: the game is split across modules under
# chronorift/, pulled in with `import`. Paths resolve relative to this file, and
# each import is include-guarded so re-imports are free.
# ============================================================================
program ChronoRift {
import "chronorift/world.ludic" # components, entity archetypes, constants
import "chronorift/rules.ludic" # pure rules + map data (functions)
import "chronorift/overworld.ludic" # boot, movement, encounters, shop
import "chronorift/combat.ludic" # co-op turn battle state machine
import "chronorift/draw.ludic" # the Render system
}