ludic/examples/lifecycle.ludic
Orkuncakilkaya e9c15cc620 Phase 7e: polymorphic print(x) + str(x) (retire print_int/print_str)
One `print` instead of two C-style names: `print(x)` writes an int OR a string
followed by a newline, dispatching on the operand type (int -> %d, string ->
%s). `print(int)` emits byte-identically to the old print_int, so every existing
call and every smoke-test output is unchanged.

print_str was only ever the raw IR-to-stdout dump in ir_flush (no newline), which
is not "printing a line" — so it now uses file_write to a new file_stdout()
stream, keeping the emitted IR byte-for-byte identical. That frees `print` to
have consistent always-newline semantics.

Two reseeds: (A) add print + str + file_stdout keeping the intrinsics; (B)
migrate the 61 print_int calls to print, ir_flush to file_write(file_stdout()),
and delete print_int/print_str (+ the now-dead @.fmt_str). str(x) (the
interpolation converter from 7d) is now also a documented standalone builtin.

Vocabulary: print/str/file_stdout in, print_int/print_str out (ludic_syntax.h,
grammar, LudicTokens.kt). LANGUAGE.md updated. Reseeded (22551 lines); C-free
fixpoint holds; goldens identical; 18/18; vocab + doc-fences clean.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-28 01:22:38 +03:00

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# lifecycle.ludic — a game's whole lifecycle as @-hooks. Each fires at one point
# on the timeline and reduces to ordinary code, so nothing is hidden and the
# data-oriented model is untouched. Running it prints: 1 700 50 950 2 — one line
# per hook, in the order the timeline reaches them.
#
# boot ── @OnStart ──▶ spawn ── @OnAttach, @OnSpawn ──▶ … ── @OnDespawn ──▶ quit ── @OnQuit
program Life {
property Health { hp: int = 0, max: int = 100 }
property Sprite { id: int = 0 }
model Enemy { Health, Sprite }
# ---- program lifecycle -----------------------------------------------------
@OnStart handler Boot { print(1) } # once, at boot
@OnQuit handler Bye { print(2) } # once, at shutdown
# ---- property / entity lifecycle -------------------------------------------
@OnAttach(Sprite) handler Load { print(Sprite.id + 700) } # when a Sprite is attached
@OnSpawn(Enemy) handler Init { Health.hp = Health.max } # constructor
@OnDespawn(Enemy) handler Clean { print(Health.hp + 900) } # destructor (dispatched by kind)
handler Seed phase Start { spawn Enemy { Health { max: 50 } } }
handler Run phase Render {
for (h) in query [Health] { print(h.hp) } # 50 — Init set hp to max
for (e) in query [Health] { despawn self() } # Clean fires: 50 + 900 = 950
quit()
}
}