Implement the bulk of the namespaced-stdlib proposal (workshopsoft/ludic#2): 156 namespace methods across Math, Text, List, Ease, Collide, World, Net, Sys, Save, Mem, extended Screen, Color functions, extended Random, and Time. All deterministic fixed-point; self-hosting (C-free bootstrap fixpoint holds). Compiler (selfhost/): - Math.*: sqrt/sin/cos/tan/atan2/asin/acos (fixed-point runtime prelude — bit-by-bit isqrt, 256-entry interpolated sine table, Ross atan2), plus hypot/dist/dist2/deg_to_rad/rad_to_deg/posmod/wrap/ping_pong/snapped/ move_toward/smoothstep/lerp/remap/sign/floor/ceil/round. - Text.* (complete): upper/lower/trim/repeat/pad, split/join/replace, and the libc-backed queries. - List.* (complete): insert/remove_at/remove/sort plus the earlier ops. - Ease.* (in/out/in_out/back/bounce) and Collide.* (rects/point_rect/ circles/rect_circle). - Phase 3: World/Net/Sys/Save namespaced over the bare builtins (byte- identical IR) and Mem.* (bytes/words/copy/fill/peek/poke). - Screen.* extended (line/circle/fill_circle/triangle/fill_triangle via new runtime primitives; sprite/sprite_scaled aliases), Color.* functions, Random.* (value/int/sign), Time.* (frame/delta/elapsed/now — new game-loop frame counter). - Fix a lexer bug: fixed-point literals with >4 fractional digits overflowed. Docs & tooling: - 129 new per-symbol doc pages; gen.py made data-driven (namespaces discovered from the docs, no hardcoded list); new check-impl.py enforces that every implemented namespace method / keyword / type / phase has a doc page, wired into `x test-tools`. Document the previously-undocumented keywords (break/continue/where/entry/new/public + and/or/not tokens). - LSP: namespaced signature help (ns_method_sig) covering every namespace. Tests: 12 new self-host/regression tests + a golden render for the drawing primitives. All suites green (selfhost 21, regression 45, tools 29). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
38 lines
1.6 KiB
Text
38 lines
1.6 KiB
Text
# detach.ludic — the structural attach/detach pair and its @OnAttach / @OnDetach
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# hooks. `attach P on e` adds a property to a LIVE entity (seeding its fields and
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# firing @OnAttach); `detach P on e` removes it (firing @OnDetach, which still
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# reads the outgoing value before the has-flag clears). This is the structural
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# counterpart to enable/disable — attach/detach create and destroy the property's
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# presence, whereas disable/enable only pause it while keeping the data.
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#
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# Running it prints: 15 1 25 0
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# 15 @OnAttach(Shield): amount seeded to 5, prints 5 + 10
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# 1 one live Shield now matches the query
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# 25 @OnDetach(Shield): reads the outgoing amount 5, prints 5 + 20
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# 0 the Shield is gone — nothing matches
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#
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# bin/x game-build bin/ludicc examples/detach.ludic /tmp/detach
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# /tmp/detach </dev/null
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program Detach {
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property Tag { v: int = 0 }
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property Shield { amount: int = 0 }
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model Unit { Tag }
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@OnAttach(Shield) handler Up { print(Shield.amount + 10) } # structural: property born
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@OnDetach(Shield) handler Down { print(Shield.amount + 20) } # structural: property dies
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handler Seed phase Start { spawn Unit { Tag { v: 1 } } }
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handler Run phase Render {
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for (u) in query [Unit] { attach Shield on self() { amount: 5 } } # @OnAttach -> 15
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var n = 0
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for (s) in query [Shield] { n += 1 }
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print(n) # 1
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for (s) in query [Shield] { detach Shield on self() } # @OnDetach -> 25
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n = 0
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for (s) in query [Shield] { n += 1 }
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print(n) # 0
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quit()
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}
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}
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