ludic/examples/events/prop_events.ludic
Orkuncakilkaya fb728bbefe chore(repo): DX cleanup — categorise examples, text-diffable golden, build/ output (#27 #28 #30)
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>
2026-08-30 18:54:21 +03:00

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# prop_events.ludic — EV1 for properties: @Public promotes the structural
# attach/detach hooks to public events, so a mod sees a property appear or vanish
# on a live entity (the same shape works for @OnEnable/@OnDisable → enable/disable
# events). This extends the public-event surface past models to properties —
# "events for properties, models, scenes, layers" in the architecture.
#
# Running it prints: 300 400
program PropEvents {
property Tag { v: int = 0 }
property Shield { amount: int = 0 }
model Unit { Tag }
@Public @OnAttach(Shield) handler Up { } # -> prop_Shield_attach
@Public @OnDetach(Shield) handler Down { } # -> prop_Shield_detach
@On(prop_Shield_attach) handler Gained { print(entity + 300) } # entity 0 -> 300
@On(prop_Shield_detach) handler Lost { print(entity + 400) } # entity 0 -> 400
handler Seed phase Start { spawn Unit { Tag { v: 1 } } } # entity 0
handler Run phase Render {
for (u) in query [Unit] { attach Shield on self() { amount: 5 } } # -> prop_Shield_attach -> 300
for (s) in query [Shield] { detach Shield on self() } # -> prop_Shield_detach -> 400
quit()
}
}