ludic/examples/lang/scenes.ludic

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# scenes — one active scene at a time, each grouping handlers into layers behind
# an implicit active-scene register (see LANGUAGE.md §"Scenes & layers").
#
# Running it (feed a few keystrokes so the loop ticks) prints:
# 1000 1 101 102 2 3 900 201 900 202 900
# 1000 Boot (a global handler) runs once at Start
# 1 Title is `start`; its `on enter` fires at boot
# 101 frame 1 Update: only Title.Main.Tick runs (Play is not active)
# 102 frame 2 Update: Tick reaches 2 -> `become Play`…
# 2 3 …which runs Title's `on exit` then Play's `on enter`
# 900 Play renders the same frame it is entered (Hud.Draw)
# 201 900 frame 3: Play.World.Step, then Hud.Draw
# 202 900 frame 4: Step reaches 2 -> quit(); Hud.Draw paints the last frame
#
# bin/ludic-dev game-build bin/ludicc examples/lang/scenes.ludic /tmp/scenes
# printf 'aaaa' | /tmp/scenes
program SceneDemo {
state ScenedemoState {
counter: int = 0
}
handler Boot(scenedemo_st: mut ScenedemoState) phase Start { scenedemo_st.counter = 0; print(1000) }
scene Title start {
on enter { print(1) }
on exit { print(2) }
layer Main {
handler Tick(scenedemo_st: mut ScenedemoState) phase Update {
scenedemo_st.counter += 1
print(100 + scenedemo_st.counter)
if scenedemo_st.counter >= 2 { become Play }
}
}
}
scene Play {
on enter (scenedemo_st: mut ScenedemoState) { print(3); scenedemo_st.counter = 0 }
on exit { print(4) }
layer World {
handler Step(scenedemo_st: mut ScenedemoState) phase Update {
scenedemo_st.counter += 1
print(200 + scenedemo_st.counter)
if scenedemo_st.counter >= 2 { quit() }
}
}
layer Hud {
handler Draw phase Render { print(900) }
}
}
}