- runtime: HEADLESS_FRAME_PATH, STICK_DEADZONE / STICK_LEFT_X/Y, key and byte codes as char literals throughout (`k == 'w'`, `fill(rt_map, ' ', …)`) - ludic.gameplay/stats: drop the duplicate `stat_field` (it answered "atk" for every build stat); Stats.base uses stats_field_name - ludic.shooter: compare aim modes and fire patterns with AimMode.* and WeaponPattern.* instead of raw ints; STICK_RIGHT_X/Y - ludic.npcai: DecisionMade / brain_set_state use AiState.* - examples/games/menu.ludic uses Font.load / Ui.* with FONT_PATH and BACKDROP named; strings.ludic header says what it prints - whole tree: `x = x + 1` → `x += 1` (single-term right-hand sides only), `0 - x` → `-x`, ASCII codes → char literals; every .ludic and every ```ludic fence reformatted with the fixed formatter (whitespace only) Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
16 lines
684 B
Text
16 lines
684 B
Text
# mod_events.ludic — the event bus with two listeners on one event, driven from
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# Ludic (replaces the former tests/mod_c/mod.c foreign-mod host). A public event
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# `Damage` has two @On listeners: one prints the amount, one accumulates a total.
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# Emitting it twice runs both listeners each time. Prints 10 / 32 / 42.
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program ModEvents {
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var total: int = 0
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event Damage { amount: int = 0 }
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@On(Damage) handler Native { print(amount) } # prints each hit
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@On(Damage) handler Accum { total += amount } # sums them
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entry {
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emit Damage(amount: 10) # Native prints 10
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emit Damage(amount: 32) # Native prints 32
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print(total) # 42
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}
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}
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