ludic/examples/hello.ludic
Orkuncakilkaya 42f955fd22 Phase 6a: rename core vocabulary (game/main/component/archetype/system)
game/module -> program, main -> entry, component -> property,
archetype -> model, system -> handler. Done via a transitional self-hosting
bootstrap: parser accepts both -> reseed -> compiler source moved to new
keywords + parser tightened to new-only -> reseed (fixpoint holds). Old keywords
now rejected.

Token-safe corpus migration (tools/ludic-tools/rename_kw.c) leaves the LLVM
@main/entry: labels in emit strings untouched; goldens byte-identical. Editor
vocab (header/JetBrains/TextMate/emacs), check-docs wrapper, and doc fences
updated; error string 'unknown component' -> 'unknown property'. test.sh 14/14,
test-tools 28/0, check-vocabulary green. (Doc prose pass to follow.)

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-27 18:22:13 +03:00

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# hello.ludic — smallest program that exercises the ECS pipeline
program Hello {
property Pos { x: int = 0, y: int = 0 }
property Vel { dx: int = 0, dy: int = 0 }
handler 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.
handler Move phase FixedUpdate
query (p, v) [Pos, Vel]
{
p.x = p.x + v.dx
p.y = p.y + v.dy
}
handler Report phase Update {
for (p) in query [Pos] {
print_int(p.x)
print_int(p.y)
}
quit()
}
}