Comprehensive migration guide for the v0.3.0 release: non-breaking upgrade, the windowed quit-key + input auto-drive behaviour changes, the draw_sprite deprecation, and adoption recipes for the package manager, controllers, Tiled maps, and the #75-#89 engine/language features. Linked from the README. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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Migrating from Ludic 0.2 to 0.3
This guide covers everything that changed between v0.2.0 and v0.3.0 and how to adopt it. It is organised as:
- TL;DR — is anything going to break?
- Behaviour changes to be aware of — the handful of things that behave differently, even though your code still compiles.
- Deprecations
- New subsystems — packages, controllers, Tiled maps.
- New engine & language features and how to adopt them
- External projects & packaging
- Full change index
1. TL;DR — is anything going to break?
No source changes are required. v0.2 programs compile unchanged on v0.3.
Every addition in this release is additive and feature-gated: a program that does not use a new feature compiles to byte-for-byte identical output, the golden renders are unchanged, and the C-free bootstrap fixpoint is untouched. There are no removed APIs and no changed function signatures.
There are, however, a few runtime behaviour changes (windowed input, and how
the frame loop drives input) and one deprecation (bare draw_sprite) that are
worth a five-minute read before you upgrade. They are covered next.
Upgrade steps:
# rebuild the toolchain from the new sources
bin/x build
# (optional) confirm everything still passes
bin/x test
# check the version
bin/x version # -> ludic 0.3.0
2. Behaviour changes to be aware of
These compile without changes but behave differently. Most are improvements you can lean into; a couple deserve a deliberate look.
2.1 Windowed games no longer quit on Esc or 'q' (#88)
In 0.2 the macOS window layer hard-coded Escape and the character 'q' as quit — handy in the dev loop, fatal in a shipped game (a player pressing Esc to pause, or typing 'q', killed the window).
In 0.3:
- Escape is delivered to your game as key 27 (read it and do your own pause), and 'q' is an ordinary key.
- A windowed game shuts down via
quit()or the window close button (which still ends the run). - The headless driver is unchanged:
'q'still quits scripted / golden runs.
Action: if your dev loop relied on pressing Esc/'q' to close the window, use
Cmd-Q or the close button instead, or wire if Input.key(...) == 27 { quit() }
yourself. If you already handle Esc for a pause menu, it now works (it used to be
swallowed as a quit).
2.2 The frame loop now drives input automatically (#83, #87)
In 0.2, a windowed handler game had to call Input.poll() at the top of its
Input phase for the multi-key device layer (Input.key_down, the mouse, gamepads)
to update — otherwise those read empty.
In 0.3 the generated frame loop commits the device layer itself once per frame (it calls the input driver before your Input handlers). So:
Input.key_down/Input.mouse_*/Input.pad_*/ the newInput.activeall read live without a manualInput.poll().- A manual
Input.poll()you still have in a handler is now redundant — and, as of the edge-detection fix (#87), it is a no-op under the loop rather than a second commit, so it no longer breaksInput.key_pressed/key_releasededges. You can delete it. - Entry-driven programs (a
program … { entry { … } }test harness that callsInput.poll()to step input by hand) are unchanged — there is no frame loop, so eachInput.poll()still advances one frame of input exactly as before.
Action: in a handler game, remove any Input.poll() you were calling by hand;
it is done for you. Nothing breaks if you leave it.
Before (0.2):
handler Move phase Input {
Input.poll() # required in 0.2
if Input.key_down('d') { ... }
}
After (0.3):
handler Move phase Input {
if Input.key_down('d') { ... } # the loop already committed input
}
2.3 Input.key_pressed / key_released now actually fire (#87)
If you had worked around edge detection never triggering (a game-side "previous
state" flag), you can drop the workaround — Input.key_pressed and
Input.key_released now fire on the transition frame. See §2.2 for the cause (a
double-commit when a game manually polled under the loop).
3. Deprecations
3.1 Bare draw_sprite / draw_sprite_scaled (#85)
The bare global sprite calls are deprecated in favour of the namespaced
Screen.sprite / Screen.sprite_scaled. A direct bare call now prints a one-time
compile-time note; the bare form still compiles (Screen.sprite lowers to it), so
this is a warning, not an error.
# 0.2 (deprecated in 0.3, still compiles with a note)
draw_sprite(id, x, y)
draw_sprite_scaled(id, x, y, 2)
# 0.3
Screen.sprite(id, x, y)
Screen.sprite_scaled(id, x, y, 2)
Action: replace bare draw_sprite / draw_sprite_scaled with the Screen.*
form. Or, better, adopt the engine sprite-render system (§5.6) and stop calling
draw per entity at all.
4. New subsystems
These are the large additions in 0.3. They are opt-in — you reach for them, they do not change existing programs.
4.1 Package manager (#62, #63, #64)
Ludic gains a real package manager with no new infrastructure: dependencies are
named by their git import path (URL-as-identity — a git tag vX.Y.Z publishes,
there is no registry), resolved by Go-style Minimum Version Selection, fetched into
a content-addressed global store (~/.ludic/store), and linked per project under
ludic_modules/.
x add git.workshopsoft.io/you/pkg # add a dependency (latest tag)
x add git.workshopsoft.io/you/pkg@1.2.0 # a specific version
x get # resolve + fetch + link everything
x update [module] # bump to the latest published version
x verify # rehash the store against the lock
x vendor # copy deps into ./vendor for offline builds
A package.ludic manifest declares the deps, the Foo.* namespace(s) the package
provides, and its kind; package.lock.ludic pins resolved versions + content
hashes for reproducible builds. A source package's Ludic compiles straight into
your binary (no ABI seam); a prebuilt package ships a native dylib whose
functions/systems/components you use over the reflection C-ABI (x build-lib,
x link-flags). Packages register namespaces and engine systems with no compiler
edit, via the @Namespace(Name) and @EngineSystem(Component, Phase)
annotations. Full details in docs/PACKAGES.md.
4.2 Gameplay controllers (#57–#61)
Five source packages ship complete, extensible gameplay systems built on the
engine's Body/Collider + esys_move and on a six-lever extensibility contract
(see docs/CONTROLLERS.md):
| Package | What it gives you |
|---|---|
| ludic.gameplay | Cooldown timer, Stats + a timed modifier stack, a Faction table, and a Combat damage pipeline (cancellable + mutable amount). |
| ludic.platformer | Jump-feel Platformer (apex/coyote/buffer/variable-height/multi-jump), decomposed sub-systems, jump/land/state events, opt-in scaffolding (moving platforms, pickups, springs, hazards, checkpoints). |
| ludic.shooter | TopDown decoupled move + aim, a name-keyed Weapon registry, a deterministic Projectile pool (faction hits, pierce, ring/spiral, homing), a wave Spawner. |
| ludic.npcai | Perception → decision (FSM / utility / behaviour tree) → action, writing the same intent fields the player controllers read, plus flocking and a Follower. |
| ludic.rpg | Seven modules: grid/free/tween movement, inventory + equipment, crafting, quests + flags, an Ink/Yarn dialog graph, Sokoban + a signal graph, and status effects. |
Adopt one by importing it (in-repo the packages live under packages/; in a real
project x add them):
program MyGame {
import "ludic.platformer/platformer.ludic"
model Hero { Platformer, Position, Body, Collider }
# ... the engine runs the controller's sub-systems for you
}
4.3 Tiled map support (#66–#74)
Load and draw Tiled maps — both XML (TMX/TSX/TX) and
JSON (TMJ/TSJ/TJ) — via a new Tiled.* runtime, standing on a pure-Ludic Xml.*
reader, Base64.*, gzip framing, and a self-contained pure-Ludic zstd
decompressor for base64+zstd layers.
let map = Tiled.load("assets/level.tmx") # reads .tmx or .tmj, resolves tilesets + images
handler Draw phase Render {
Tiled.draw_anim(map, cam_x, cam_y) # animated tiles advance off the fixed frame clock
}
It covers layers (tile / image / group / object), all object shapes + custom
properties, templates, animated tiles, isometric/staggered/hexagonal orientations,
infinite/chunked maps and .world stitching, and projects a collision layer that
esys_move / Grid.* / Path.* read. Deterministic (animations are a pure
function of the 60/s frame clock).
5. New engine & language features and how to adopt them
5.1 Canonical components from ludic.core (#77, #84, #85)
The engine-ABI components the movement / sprite / bounds systems read by name are now shipped from a base package — import them instead of hand-declaring the bundles in every game.
Before (0.2 — every game re-declared these):
property Position { x: int = 0, y: int = 0 }
property Body { vx: fixed = 0.0, vy: fixed = 0.0, gravity: fixed = 0.0, /* … */ }
property Collider { w: int = 0, h: int = 0, /* … */ }
After (0.3):
import "ludic.core/components.ludic" # Position, Body, Collider, Solids, Sprite, Bounds
Extend by composition — attach your own components alongside on the same model.
5.2 Declarative Render: @ClearColor (#86)
Drop the Screen.clear(...) / Screen.show() boilerplate: annotate a clear colour
and the Render phase clears to it and presents for you.
@ClearColor(0x101018)
handler Draw phase Render {
# no Screen.clear, no Screen.show — the engine does both
Screen.fill_rectangle(10, 10, 4, 4, 0xffcc00)
}
Opt-in: a program with no @ClearColor is byte-identical (it clears/presents
itself, or the light system owns the present).
5.3 Input Manager + ergonomic input (#79, #83)
- Default, rebindable, device-agnostic actions:
Input.action(name, key)ships a default binding (kept if already bound, so a player'sInput.rebindor a loaded key-map isn't clobbered);Input.bind_pad(name, button)makes an action fire from keyboard or gamepad. - Held + edges over the whole device layer:
Input.active(name),Input.just_pressed(name),Input.just_released(name)— the deterministic, dispatch-free on-press / on-release (poll the edge; a replay fires it identically). - Directional intent without glue:
Input.axis_i(neg, pos) -> intreturns a -1/0/1 movement intent, replacing theki(key_down('d')) - ki(key_down('a'))boilerplate.
@OnStart handler Boot {
Input.action("jump", ' ')
Input.bind_pad("jump", 0)
}
handler Move phase Update {
let dx = Input.axis_i('a', 'd')
let dy = Input.axis_i('w', 's')
if Input.just_pressed("jump") { ... }
}
5.4 Camera.zoom (#78)
A deterministic Q16.16 render-time zoom about the screen centre, composing with
Camera.set/follow/shake:
Camera.zoom(2.0) # 2x in; 1.0 = none (turns the zoom path back off); 0.5 = out
The world coordinate types stay integer px + Q16.16 velocity (hardware floats were rejected to preserve lockstep/replay/save — see docs/RFC-POSITION-TYPES.md). Byte-identical when unused.
5.5 Spritesheet / atlas API + async preload (#81, #82)
Load one sheet and address cells by grid coords or name — including sprites that
span more than one cell — instead of one png_load per file:
let sheet = Sprite.sheet("assets/tiles.png", 16, 16)
let floor = Sprite.cell(sheet, 0, 0)
let boss = Sprite.cell_span(sheet, 4, 2, 2, 2) # a 32x32 sprite spanning 2x2 cells
Sprite.define("hero", sheet, 1, 3) # name a cell
# ... later
Sprite.draw(Sprite.named("hero"), x, y) # through camera / zoom / clip
And preload incrementally so the first frame doesn't stall — the loading-scene pattern:
Assets.enqueue("hero", "assets/hero.png")
# in a loading scene, each frame:
Assets.pump(4) # load up to 4 this frame
# draw Assets.progress() (0..100) as a bar; become the play scene when Assets.ready()
5.6 Engine sprite-render system (#85)
The engine already auto-ticks SpriteAnim/Motion; it now auto-draws too. Declare
a Sprite component (from ludic.core) and the engine draws it each Render frame
from the entity's Position — no hand-written Render handler:
import "ludic.core/components.ludic"
spawn Player { Position { x: 40, y: 40 }, Sprite { id: hero } }
# ... no per-entity draw_sprite; the engine draws Sprite entities (adds the
# SpriteAnim frame when present). Opt out by omitting Sprite / `disable system esys_sprite`.
5.7 World bounds (#84)
Keep entities in a play area without hand-clamping Position — declare one
Bounds config entity:
import "ludic.core/components.ludic"
spawn Arena { Bounds { x: 0, y: 0, w: 320, h: 240, policy: 0 } }
# policy 0 clamp, 1 wrap, 2 bounce (flip velocity), 3 kill (despawn when fully outside)
Runs in LateUpdate (after movement). Off by default (no Bounds = open world). Also
adds World.despawn(entity) — the by-id reflective form of the despawn statement.
5.8 Entity-pool stats (#80)
The ECS already recycles freed entity slots through a freelist (spawn/despawn does
no per-spawn allocation and cannot fragment). Pool.* exposes the counters:
Pool.live() # entities alive now
Pool.free() # freed slots waiting to be reused
Pool.reserved() # high-water — flat across a steady spawn/despawn loop (proves reuse)
Pool.capacity() # the fixed entity cap
5.9 namespace block form (#76)
Declare a namespace once and control its public surface, instead of the
per-function @Namespace(Name):
namespace Combat {
export function amount() -> int { return base() + 5 } # callable as Combat.amount()
internal function base() -> int { return 10 } # private helper (Combat.base() is a compile error)
}
export (the default) is the public surface; internal is a private helper
(emitted, callable by short name from siblings, but not part of Name.*). It is
sugar for @Namespace, so namespaces declared the old way are unchanged.
5.10 Cursor capture (#89)
A windowed action game can hide/lock/confine the OS cursor:
Input.cursor_mode(2) # 0 normal, 1 hidden, 2 locked (relative aim), 3 confined
Mode 2 (locked) hides the cursor and feeds relative motion through
Input.mouse_dx/dy with Input.mouse_x/y as a clamped virtual cursor. Auto-releases
on focus loss (Cmd-Tab) and on close. No-op headless.
6. External projects & packaging
6.1 The engine runtime ships with the toolchain now (#75)
In 0.2, an external game that consumed the ludic.* packages had to copy or
symlink the engine runtime (runtime/native/*) into its ludic_modules/, because
the compiler resolved the auto-spliced runtime through the module root.
In 0.3 the compiler resolves a runtime/… import it can't find locally from
$LUDIC_HOME (the toolchain install — where cocoa.ll already comes from),
before the module root. So:
- Remove any copy/symlink of
runtime/from your project'sludic_modules/. - Set
LUDIC_HOMEto the toolchain install (the repo root, or whereverbin/andruntime/live) when you build.ludic_modules/now holds only third-party packages.
In-repo builds are unaffected (the runtime resolves locally there).
6.2 Building against packages
Use x add to fetch packages, then x get. For an in-repo build against
packages/, point LUDIC_MODULES at it and LUDIC_HOME at the toolchain, e.g.:
LUDIC_HOME=/path/to/ludic LUDIC_MODULES=/path/to/ludic/packages \
ludicc mygame.ludic -o mygame
Prebuilt (dylib) packages link via x link-flags (or x app in-repo).
7. Full change index
Everything in v0.3.0, by area. See CHANGELOG.md for the per-change detail.
Packaging — package manager (#63), prebuilt binary packages (#64),
package-declarable @Namespace / @EngineSystem registries (#62).
Controllers — ludic.gameplay (#57), ludic.platformer (#58), ludic.shooter (#60), ludic.npcai (#61), ludic.rpg (#59).
Tiled maps — the full TMX/TSX/TMJ pipeline (#66–#74): XML/base64/gzip/zstd primitives, readers, render, collision, animated tiles, objects/properties/ templates/spawning, image/group layers, iso/stagger/hex, infinite maps + worlds.
Engine & rendering — Camera.zoom (#78), @ClearColor auto-clear/present
(#86), the engine sprite-render system + draw_sprite deprecation (#85), world
bounds + World.despawn (#84), entity-pool stats (#80), the spritesheet/atlas API
(#81), async asset preload (#82), canonical ludic.core components (#77).
Input — the Input Manager + automatic device-layer drive (#83),
Input.axis_i (#79), the key_pressed/key_released edge fix (#87), cursor
capture (#89), and the windowed quit-key change (#88).
Language — the namespace block form (#76).
Compiler / toolchain — runtime resolves from $LUDIC_HOME (#75), and the
emit_index_addr element-type fix for slice[obj.field].
Questions or a migration snag? Open an issue at https://git.workshopsoft.io/workshopsoft/ludic/issues.