Repository-cleanup / DX pass folding three tracker items into one coherent change, verified green end to end (`bin/x test` 49/0, `bin/x selfhost-test` 29/0, `bin/x test-tools` 29/0). #28 — curate & categorise examples/ - 42 flat entries regrouped into intent-revealing subdirs: games/, rendering/, ecs/, events/, networking/, lang/, library/ (was lib/). - chronorift dir-vs-file duplication resolved: the entry file and its import modules now live together under games/chronorift(.ludic). - Every path reference updated repo-wide (test runner, editor-tool drivers, docs/site, design docs). - New examples/README.md indexes the whole set with run commands. - Showcase examples without a self-asserting entry (hello, events, net_rt) now get a compile-only rot guard in `bin/x test`, so nothing here rots silently. #30 — text-diffable golden baseline - The 4 binary selfhost/golden/*.ppm blobs are replaced by a single selfhost/golden/renders.sha256 manifest (SHA-256 per render). Hashes are byte-identical to the old PPMs, so the baseline is unchanged — only its form. - game_case now compares framebuffer hashes; a regression shows as a changed hex line in review, not "binary files differ". - New `bin/x golden` regenerates the manifest deliberately (review with `git diff selfhost/golden/renders.sha256`). #27 — PPM & asset handling - Headless renders now write build/out.ppm, never the repo root; `x app`, `x clean`, messaging and .gitignore updated to match. Nothing is written to the working root any more. - Redundant local Kenney .zip archives removed (the art ships extracted; .gitignore already excludes *.zip). CC0 License.txt files retained. Co-Authored-By: Claude Opus 4.8 <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 = Transform.x + Velocity.dx
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Transform.y = 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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