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>
38 lines
1.6 KiB
Text
38 lines
1.6 KiB
Text
# detach.ludic — the structural attach/detach pair and its @OnAttach / @OnDetach
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# hooks. `attach P on e` adds a property to a LIVE entity (seeding its fields and
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# firing @OnAttach); `detach P on e` removes it (firing @OnDetach, which still
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# reads the outgoing value before the has-flag clears). This is the structural
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# counterpart to enable/disable — attach/detach create and destroy the property's
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# presence, whereas disable/enable only pause it while keeping the data.
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#
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# Running it prints: 15 1 25 0
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# 15 @OnAttach(Shield): amount seeded to 5, prints 5 + 10
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# 1 one live Shield now matches the query
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# 25 @OnDetach(Shield): reads the outgoing amount 5, prints 5 + 20
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# 0 the Shield is gone — nothing matches
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#
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# bin/x game-build bin/ludicc examples/lang/detach.ludic /tmp/detach
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# /tmp/detach </dev/null
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program Detach {
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property Tag { v: int = 0 }
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property Shield { amount: int = 0 }
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model Unit { Tag }
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@OnAttach(Shield) handler Up { print(Shield.amount + 10) } # structural: property born
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@OnDetach(Shield) handler Down { print(Shield.amount + 20) } # structural: property dies
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handler Seed phase Start { spawn Unit { Tag { v: 1 } } }
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handler Run phase Render {
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for (u) in query [Unit] { attach Shield on self() { amount: 5 } } # @OnAttach -> 15
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var n = 0
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for (s) in query [Shield] { n += 1 }
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print(n) # 1
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for (s) in query [Shield] { detach Shield on self() } # @OnDetach -> 25
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n = 0
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for (s) in query [Shield] { n += 1 }
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print(n) # 0
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quit()
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}
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}
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