ludic/examples/events/scene_events.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

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# scene_events.ludic — EV1 for scenes: a `public` scene promotes its on-enter /
# on-exit to public events scene_<S>_enter / scene_<S>_exit, extending the modding
# surface to the game's scene structure. A mod (native @On here, or foreign over
# the ABI) reacts as the game moves between scenes.
#
# Running it prints: 10 1 20 2 30 3
program SceneEvents {
@On(scene_Menu_enter) handler Greet { print(1) }
@On(scene_Menu_exit) handler Bye { print(2) }
@On(scene_Game_enter) handler Begin { print(3) }
scene Menu start public {
on enter { print(10) } # boot enters Menu: 10, then scene_Menu_enter -> 1
on exit { print(20) } # become leaves Menu: 20, then scene_Menu_exit -> 2
layer L { handler Go phase Update { become Game } }
}
scene Game public {
on enter { print(30) } # become enters Game: 30, then scene_Game_enter -> 3
layer M { handler Stop phase Update { quit() } }
}
}