ludic/examples/hello.ludic
Orkuncakilkaya 39bd430ce8 Phase 3a: spawn/record initializers use ':' (Rule A)
Comp = { f = v }  ->  Comp { f: v }. record() requires ':' and parse_spawn()
drops the '=' before the record; '=' is now assignment/binding only. Records
appear only in games, so the compiler seed is unaffected.

Migration: tools/ludic-tools/migrate_records.c (spawn-context aware). Verified
every golden byte-identical, old '=' form rejected, reseeded, test.sh 14/14.
Docs updated (LANGUAGE.md, BOOTSTRAP.md R2).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-27 15:58:00 +03:00

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# hello.ludic — smallest program that exercises the ECS pipeline
game Hello {
component Pos { x: int = 0, y: int = 0 }
component Vel { dx: int = 0, dy: int = 0 }
system Boot phase Start {
spawn Mob {
Pos { x: 3, y: 4 }
Vel { dx: 1, dy: 0 }
}
spawn Mob {
Pos { x: 10, y: 2 }
Vel { dx: 0, dy: 1 }
}
}
# a system can declare the entities it operates on: the body then runs once
# per match, with the components bound and self() giving that entity.
system Move phase FixedUpdate
query (p, v) [Pos, Vel]
{
p.x = p.x + v.dx
p.y = p.y + v.dy
}
system Report phase Update {
for (p) in query [Pos] {
print_int(p.x)
print_int(p.y)
}
quit()
}
}