- `[a, b, c]` list literals (E_LIST → emit_list); static_type learns slice-element, `new T`, list, string and literal kinds - `x op= y` lowers through the same path as `x = x op y` (emit_bin_vals): fixed `*=`/`/=` use the Q16.16 64-bit paths, string `+=` concatenates, int→long widens; unary `-` keeps a fixed operand's type (arith_ty) - one `unescape()` table for "strings", 'chars' and `interpolation`; `'\''`, `'\\'`, `'\"'` no longer read as 0; unterminated char literals and unexpected characters are errors instead of silently skipped - every diagnostic is `file:line: error: msg` (g_parse_file / g_err_file, Node.file + Node.line set by node()); tok_desc() in expectation errors; duplicate `function` names and unknown `phase` names are reported in source terms (phase_id used to default unknown phases to Overlay) - interpolation holes skip braces inside string literals - hand-IR preludes move from the user `@fn_` prefix to `@lp_` so a user `is_ws` / `str_eq` / `path_join` no longer collides at link time - `@ClearColor(expr)` accepts any constant expression; `Os.pid()` added (docs page + inventory); `str_starts()` in support/str - main.ludic: `else if` flag ladder, char literals, stale script comments - examples/lang/operators.ludic covers all of the above; os.ludic covers Os.pid; docs pages for Os.pid and the Overlay phase; ten changesets - reseeded: selfhost/ludicc.seed.ll is the new compiler's own fixpoint Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
37 lines
1.3 KiB
Text
37 lines
1.3 KiB
Text
# annotations.ludic — the annotation-first style. Behaviour is expressed with
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# @-decorators that desugar to plain handlers, queries and expressions, so the
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# properties stay pure data and the data-oriented model is untouched.
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@Handles(Move)
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program RPG2D {
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property Transform { x: int = 0, y: int = 0, scale: int = 1 }
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property Velocity {
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dx: int = 0
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dy: int = 0
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@Computed speed2: int = dx * dx + dy * dy # derived; no storage, inlined at use
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}
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model Actor { Transform, Velocity }
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# A constructor: every Actor starts visible. Runs at spawn with the model's
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# properties bound by name — no per-frame cost, no observer machinery.
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@OnSpawn(Actor)
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handler InitActor { Transform.scale = 2 }
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handler Spawn phase Start {
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spawn Actor { Transform { x: 0 } Velocity { dx: 3, dy: 4 } }
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spawn Actor { Transform { x: 0 } Velocity { dx: 0, dy: 0 } }
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}
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# Move every Actor whose scale is positive and that is actually moving. The
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# query is the decorator; each bound property is addressed by its own name.
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@Queries(these: [Transform { scale > 0 }, Velocity { dx > 0 or dy > 0 }], on: Actor)
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handler Move phase Update {
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Transform.x += Velocity.dx
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Transform.y += Velocity.dy
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}
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handler Report phase Render {
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for (t, v) in query [Transform, Velocity] { print(t.x); print(v.speed2) }
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quit()
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}
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}
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