ludic/examples/games/snake.ludic
Orkuncakilkaya bf36bc8a8f refactor(runtime,packages,examples): named constants, package enums, idiom sweep
- 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>
2026-09-05 01:12:26 +03:00

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# ============================================================================
# snake.ludic — a small, complete game in Ludic. No sprites or assets: every
# pixel is drawn from primitives. Build: bin/x app examples/games/snake.ludic
#
# It shows the everyday shape of a Ludic game: an ECS for the moving parts (one
# entity per snake segment), named program state for the rest, and a Render
# handler that paints the frame with the Screen API and named colors.
# ============================================================================
program Snake {
property Pos { x: int = 0, y: int = 0 }
property Seg { order: int = 0 } # 0 = head, 1.. = body toward the tail
const GRID_W: int = 20 # playfield, in tiles
const GRID_H: int = 15
const TILE: int = 16 # pixels per tile
const DIR_UP: int = 0
const DIR_DOWN: int = 1
const DIR_LEFT: int = 2
const DIR_RIGHT: int = 3
const MODE_PLAY: int = 0
const MODE_OVER: int = 1
# ---- the game's whole state, named ----------------------------------------
var direction: int = DIR_RIGHT
var length: int = 3
var tick: int = 0
var food_x: int = 14
var food_y: int = 7
var mode: int = MODE_PLAY
var score: int = 0
var ate: int = 0 # did the head reach the food this step?
var tail_x: int = 0 # where the tail sat before it moved (grow here)
var tail_y: int = 0
var acked: int = 0 # game-over key must be released before restart
# ---- custom shades this game uses (values the named palette doesn't carry) -
const SHADE_BG: int = 0x0d1020 # backdrop behind the board
const SHADE_TILE_A: int = 0x141a2e # checkerboard, light square
const SHADE_TILE_B: int = 0x10162a # checkerboard, dark square
const SHADE_FOOD: int = 0xe0405a
const SHADE_BODY: int = 0x40c060
const SHADE_HEAD: int = 0x9dffb0
const SHADE_SCORE: int = 0xffe060
const SHADE_OVER: int = 0xff5555
function reset(unused: int) -> int {
for (p, s) in query [Pos, Seg] { despawn self() }
spawn S0 { Seg { order: 0 }; Pos { x: 10, y: 7 } }
spawn S1 { Seg { order: 1 }; Pos { x: 9, y: 7 } }
spawn S2 { Seg { order: 2 }; Pos { x: 8, y: 7 } }
direction = DIR_RIGHT
length = 3
tick = 0
mode = MODE_PLAY
score = 0
food_x = 14
food_y = 7
return 0
}
handler Boot phase Start { reset(0) }
handler Input phase Input {
let k = Input.key()
if mode == MODE_PLAY {
if k == 'w' { if direction != DIR_DOWN { direction = DIR_UP } }
if k == 's' { if direction != DIR_UP { direction = DIR_DOWN } }
if k == 'a' { if direction != DIR_RIGHT { direction = DIR_LEFT } }
if k == 'd' { if direction != DIR_LEFT { direction = DIR_RIGHT } }
}
if mode == MODE_OVER {
if k == 0 { acked = 1 }
if k != 0 { if acked == 1 { reset(0) } }
}
}
handler Move phase Update {
if mode == MODE_PLAY {
tick += 1
if tick >= 6 {
tick = 0
# remember the tail cell, then drag every segment onto the one ahead of it
for (pt, stg) in query [Pos, Seg] {
if stg.order == length - 1 { tail_x = pt.x; tail_y = pt.y }
}
for step in 0 .. length {
let i = length - 1 - step
if i >= 1 {
for (pa, sa) in query [Pos, Seg] {
if sa.order == i {
for (pb, sb) in query [Pos, Seg] {
if sb.order == i - 1 { pa.x = pb.x; pa.y = pb.y }
}
}
}
}
}
# move the head, check the walls, check the food
ate = 0
for (ph, sh) in query [Pos, Seg] {
if sh.order == 0 {
if direction == DIR_UP { ph.y -= 1 }
if direction == DIR_DOWN { ph.y += 1 }
if direction == DIR_LEFT { ph.x -= 1 }
if direction == DIR_RIGHT { ph.x += 1 }
if ph.x < 0 { mode = MODE_OVER }
if ph.x >= GRID_W { mode = MODE_OVER }
if ph.y < 0 { mode = MODE_OVER }
if ph.y >= GRID_H { mode = MODE_OVER }
if ph.x == food_x { if ph.y == food_y { ate = 1 } }
}
}
# self-collision: head onto any body segment
for (ph, sh) in query [Pos, Seg] {
if sh.order == 0 {
for (pb, sb) in query [Pos, Seg] {
if sb.order > 0 {
if pb.x == ph.x { if pb.y == ph.y { mode = MODE_OVER } }
}
}
}
}
if ate == 1 {
score += 1
spawn Body { Seg { order: length }; Pos { x: tail_x, y: tail_y } }
length += 1
food_x = Random.range(low: 0, high: GRID_W - 1)
food_y = Random.range(low: 0, high: GRID_H - 1)
}
}
}
}
handler Draw phase Render {
Screen.clear(SHADE_BG)
# checkerboard field
for gy in 0 .. GRID_H {
for gx in 0 .. GRID_W {
var tile_color = SHADE_TILE_A
if (gx + gy) % 2 == 0 { tile_color = SHADE_TILE_B }
Screen.fill_rectangle(x: gx * TILE, y: gy * TILE, width: TILE, height: TILE, color: tile_color)
}
}
# food, inset a few pixels inside its tile
Screen.fill_rectangle(x: food_x * TILE + 3, y: food_y * TILE + 3, width: TILE - 6, height: TILE - 6, color: SHADE_FOOD)
# every snake segment, straight from the ECS
for (p, s) in query [Pos, Seg] {
var seg_color = SHADE_BODY
if s.order == 0 { seg_color = SHADE_HEAD } # the head is brighter
Screen.fill_rectangle(x: p.x * TILE + 1, y: p.y * TILE + 1, width: TILE - 2, height: TILE - 2, color: seg_color)
}
Screen.draw_text(x: 6, y: 4, text: "SCORE", color: Color.White, scale: 1)
Screen.draw_number(x: 52, y: 4, value: score, color: SHADE_SCORE, scale: 1)
if mode == MODE_OVER {
Screen.draw_text(x: 112, y: 104, text: "GAME OVER", color: SHADE_OVER, scale: 2)
Screen.draw_text(x: 84, y: 140, text: "PRESS ANY KEY", color: Color.White, scale: 1)
}
Screen.show()
}
}