ludic/examples/games/snake.ludic
Orkuncakilkaya aca263642d feat(cli): install in one command, and call the CLI ludic
Getting started meant cloning the repository, bootstrapping a compiler and
learning a task runner called `x`. That is a contributor's workflow handed to
everyone who wants to try the language.

Installing is now one command:

    curl -fsSL https://workshopsoft.pages.workshopsoft.io/ludic/install.sh | sh

install.sh puts a complete toolchain — compiler, CLI, engine runtime, bundled
ludic.* packages, formatter, language server — in ~/.ludic and adds it to PATH.
Prebuilt artifacts are checksum-verified; where a platform has none, or the
release predates this layout, it bootstraps from the compiler's own IR seed with
clang. The docs site publishes the script beside the pages that quote it, so the
page and the script can never come from different releases.

`x` becomes `ludic`, and the surface splits by audience. A user of the language
sees `new`, `run`, `build`, `test`, `add`, `fmt`, `lsp`, `doctor`, `upgrade`;
`ludic new` scaffolds a project that builds and plays as it stands. Everything
the toolchain repo needs moved under `ludic dev` — build, test, reseed,
bootstrap-cfree, docs-gen, release — unchanged apart from the namespace. Those
tasks read arguments one position further along, so dispatch_dev sets a shift
and commands use arg_n()/arg_total() rather than each knowing its own depth.

Release artifacts become complete install roots (bin/ beside runtime/, packages/
and VERSION) rather than bare binaries, which is what the installer unpacks.
`ludic dev test` asserts the whole shape: it stages an install, puts it on PATH
with no LUDIC_HOME, and runs new -> build -> test through it.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-05 22:01:52 +03:00

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# ============================================================================
# snake.ludic — a small, complete game in Ludic. No sprites or assets: every
# pixel is drawn from primitives. Build: bin/ludic build examples/games/snake.ludic
#
# It shows the everyday shape of a Ludic game: an ECS for the moving parts (one
# entity per snake segment), named program state for the rest, and a Render
# handler that paints the frame with the Screen API and named colors.
# ============================================================================
program Snake {
property Pos { x: int = 0, y: int = 0 }
property Seg { order: int = 0 } # 0 = head, 1.. = body toward the tail
const GRID_W: int = 20 # playfield, in tiles
const GRID_H: int = 15
const TILE: int = 16 # pixels per tile
const DIR_UP: int = 0
const DIR_DOWN: int = 1
const DIR_LEFT: int = 2
const DIR_RIGHT: int = 3
const MODE_PLAY: int = 0
const MODE_OVER: int = 1
# ---- the game's whole state, named ----------------------------------------
var direction: int = DIR_RIGHT
var length: int = 3
var tick: int = 0
var food_x: int = 14
var food_y: int = 7
var mode: int = MODE_PLAY
var score: int = 0
var ate: int = 0 # did the head reach the food this step?
var tail_x: int = 0 # where the tail sat before it moved (grow here)
var tail_y: int = 0
var acked: int = 0 # game-over key must be released before restart
# ---- custom shades this game uses (values the named palette doesn't carry) -
const SHADE_BG: int = 0x0d1020 # backdrop behind the board
const SHADE_TILE_A: int = 0x141a2e # checkerboard, light square
const SHADE_TILE_B: int = 0x10162a # checkerboard, dark square
const SHADE_FOOD: int = 0xe0405a
const SHADE_BODY: int = 0x40c060
const SHADE_HEAD: int = 0x9dffb0
const SHADE_SCORE: int = 0xffe060
const SHADE_OVER: int = 0xff5555
function reset(unused: int) -> int {
for (p, s) in query [Pos, Seg] { despawn self() }
spawn S0 { Seg { order: 0 }; Pos { x: 10, y: 7 } }
spawn S1 { Seg { order: 1 }; Pos { x: 9, y: 7 } }
spawn S2 { Seg { order: 2 }; Pos { x: 8, y: 7 } }
direction = DIR_RIGHT
length = 3
tick = 0
mode = MODE_PLAY
score = 0
food_x = 14
food_y = 7
return 0
}
handler Boot phase Start { reset(0) }
handler Input phase Input {
let k = Input.key()
if mode == MODE_PLAY {
if k == 'w' { if direction != DIR_DOWN { direction = DIR_UP } }
if k == 's' { if direction != DIR_UP { direction = DIR_DOWN } }
if k == 'a' { if direction != DIR_RIGHT { direction = DIR_LEFT } }
if k == 'd' { if direction != DIR_LEFT { direction = DIR_RIGHT } }
}
if mode == MODE_OVER {
if k == 0 { acked = 1 }
if k != 0 { if acked == 1 { reset(0) } }
}
}
handler Move phase Update {
if mode == MODE_PLAY {
tick += 1
if tick >= 6 {
tick = 0
# remember the tail cell, then drag every segment onto the one ahead of it
for (pt, stg) in query [Pos, Seg] {
if stg.order == length - 1 { tail_x = pt.x; tail_y = pt.y }
}
for step in 0 .. length {
let i = length - 1 - step
if i >= 1 {
for (pa, sa) in query [Pos, Seg] {
if sa.order == i {
for (pb, sb) in query [Pos, Seg] {
if sb.order == i - 1 { pa.x = pb.x; pa.y = pb.y }
}
}
}
}
}
# move the head, check the walls, check the food
ate = 0
for (ph, sh) in query [Pos, Seg] {
if sh.order == 0 {
if direction == DIR_UP { ph.y -= 1 }
if direction == DIR_DOWN { ph.y += 1 }
if direction == DIR_LEFT { ph.x -= 1 }
if direction == DIR_RIGHT { ph.x += 1 }
if ph.x < 0 { mode = MODE_OVER }
if ph.x >= GRID_W { mode = MODE_OVER }
if ph.y < 0 { mode = MODE_OVER }
if ph.y >= GRID_H { mode = MODE_OVER }
if ph.x == food_x { if ph.y == food_y { ate = 1 } }
}
}
# self-collision: head onto any body segment
for (ph, sh) in query [Pos, Seg] {
if sh.order == 0 {
for (pb, sb) in query [Pos, Seg] {
if sb.order > 0 {
if pb.x == ph.x { if pb.y == ph.y { mode = MODE_OVER } }
}
}
}
}
if ate == 1 {
score += 1
spawn Body { Seg { order: length }; Pos { x: tail_x, y: tail_y } }
length += 1
food_x = Random.range(low: 0, high: GRID_W - 1)
food_y = Random.range(low: 0, high: GRID_H - 1)
}
}
}
}
handler Draw phase Render {
Screen.clear(SHADE_BG)
# checkerboard field
for gy in 0 .. GRID_H {
for gx in 0 .. GRID_W {
var tile_color = SHADE_TILE_A
if (gx + gy) % 2 == 0 { tile_color = SHADE_TILE_B }
Screen.fill_rectangle(x: gx * TILE, y: gy * TILE, width: TILE, height: TILE, color: tile_color)
}
}
# food, inset a few pixels inside its tile
Screen.fill_rectangle(x: food_x * TILE + 3, y: food_y * TILE + 3, width: TILE - 6, height: TILE - 6, color: SHADE_FOOD)
# every snake segment, straight from the ECS
for (p, s) in query [Pos, Seg] {
var seg_color = SHADE_BODY
if s.order == 0 { seg_color = SHADE_HEAD } # the head is brighter
Screen.fill_rectangle(x: p.x * TILE + 1, y: p.y * TILE + 1, width: TILE - 2, height: TILE - 2, color: seg_color)
}
Screen.draw_text(x: 6, y: 4, text: "SCORE", color: Color.White, scale: 1)
Screen.draw_number(x: 52, y: 4, value: score, color: SHADE_SCORE, scale: 1)
if mode == MODE_OVER {
Screen.draw_text(x: 112, y: 104, text: "GAME OVER", color: SHADE_OVER, scale: 2)
Screen.draw_text(x: 84, y: 140, text: "PRESS ANY KEY", color: Color.White, scale: 1)
}
Screen.show()
}
}