ludic/examples/lang/lifecycle.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

28 lines
1.4 KiB
Text

# 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()
}
}