An opinionated, game-facing surface for the language: - Color.<Name>: 221 named colors resolved to 0xRRGGBB at compile time (selfhost/emit_color.ludic). - Namespaced builtins Screen.* / Input.key / Random.* / Map.*, so calls read as subject.action; present() -> Screen.show(), clear -> Screen.clear, fill_rect -> Screen.fill_rectangle, etc. - Named arguments, e.g. Screen.fill_rectangle(x:, y:, width:, height:, color:), reordered to the callee's parameters at emit time. - machine/become can run over a named program-scope var, not just a register. - Migrate examples off numeric registers to named vars; snake/menu/chronorift render byte-identical to the goldens and the bootstrap fixpoint is preserved. - Regenerate the checked-in seed (selfhost/ludicc.seed.ll). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
43 lines
1.6 KiB
Text
43 lines
1.6 KiB
Text
# world.ludic — the data model: components, entity archetypes, constants.
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# Imported by examples/chronorift.ludic. No `game` wrapper (this is a fragment).
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property Pos { x: int = 0, y: int = 0 }
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property Actor { kind: int = 0 }
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property Stats { hp: int = 1, maxhp: int = 1, mp: int = 0, maxmp: int = 0,
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atk: int = 1, def: int = 0, lvl: int = 1, xp: int = 0, guard: int = 0 }
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property Party { slot: int = 0 }
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# Entity KINDS. Identity is stored as one integer per entity (L_kind), not as
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# an empty marker component. Query membership with {Player} / {Enemy}.
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model Player { Pos, Actor, Party, Stats } # the controllable knight
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model Ally { Party, Stats } # backline mage (no overworld body)
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model Enemy { Actor, Stats } # battle foe
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const MW: int = 40
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const MH: int = 18
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const SPR_GRASS: int = 0
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const SPR_TREE: int = 1
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const SPR_PATH: int = 2
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const SPR_HOUSE: int = 3
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const SPR_DOOR: int = 4
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const SPR_HERO: int = 5
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const SPR_SLIME: int = 6
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const SPR_SKEL: int = 7
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const SPR_BOSS: int = 8
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const SPR_MAGE: int = 9
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const SPR_FLOOR: int = 10
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const SPR_WALL: int = 11
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var game_mode: int = 0 # 0 field, 1 battle, 2 gameover, 3 victory
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var turn_phase: int = 0
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var menu_cursor: int = 0
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var encounter: int = 0
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var enemy_type: int = 0 # 0 slime, 1 skeleton, 2 boss
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var player_hit: int = 0
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var enemy_hit: int = 0
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var gold: int = 0
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var world_map: int = 0 # 0 overworld, 1 dungeon
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var boss_down: int = 0 # boss defeated flag
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var ack: int = 0 # debounce for end screens
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var potions: int = 0 # potions in inventory
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