ludic/tools/atlas.ludic
Orkuncakilkaya 4c48077d68 refactor(lang): rename the fn keyword to function
Expand the function-declaration keyword to the full word across the whole
language and toolchain:
  fn name(...) -> T { ... }   ->   function name(...) -> T { ... }

Done as a self-hosting migration: teach the parser both spellings, reseed,
rewrite every .ludic definition to `function`, then drop `fn`. The compiler
now rejects `fn`. Touches the parser, all selfhost/tools/runtime/example/test
sources, the grammars (TextMate shared+vscode, ludic_syntax.h, JetBrains
LudicTokens.kt), the LSP and formatter, the Python doc/vocab tools
(check-impl, check-docs, validate, palette, test-lsp), and the docs
(fences, prose, kw-fn -> kw-function).

Reseeded; C-free bootstrap fixpoint holds. All suites green (45 regression,
24 self-host, 29 tool); the docs site generates and check.py passes.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-30 01:43:22 +03:00

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# ============================================================================
# atlas.ludic — render a Kenney tile pack as one index-labeled sheet, so you can
# see which sprite id is which before referring to it in a game.
#
# ludicc tools/atlas.ludic --headless -o build/atlas
# ./build/atlas && sips -s format png out.ppm --out atlas.png
#
# Replaces the old tools/atlas.c, which used the C runtime that no longer
# exists. It is the same program, in the language it is a tool for.
# ============================================================================
game Atlas {
const DIR: str = "assets/kenney/tiny-dungeon/Tiles"
const N: int = 132
const COLS: int = 12
const CELL: int = 24
system Sheet phase Start {
clear(0x101018)
for i in 0 .. N {
let col = i % COLS
let row = i / COLS
let x = col * CELL
let y = row * CELL
# tile_0000.png … tile_0131.png — the id is the file's number
let id = load_png(tile_path(i))
if id >= 0 {
draw_sprite(id, x + 4, y + 2)
}
text_int(x + 1, y + 18, i, 0x8090b0, 1)
}
present()
quit()
}
# build "<DIR>/tile_%04d.png" without a formatter: the runtime's string
# helpers write into a scratch buffer we own
function tile_path(i: int) -> str {
let buf = atlas_buf()
let n = rt_put_str(buf, 0, DIR)
n = rt_put_str(buf, n, "/tile_")
if i < 1000 { poke8(buf, n, 48) n = n + 1 }
if i < 100 { poke8(buf, n, 48) n = n + 1 }
if i < 10 { poke8(buf, n, 48) n = n + 1 }
n = rt_put_int(buf, n, i)
n = rt_put_str(buf, n, ".png")
poke8(buf, n, 0)
return buf
}
var atlas_scratch: ptr = ptr_null()
function atlas_buf() -> ptr {
if ptr_is_null(atlas_scratch) { atlas_scratch = mem_alloc(512) }
return atlas_scratch
}
}