Implement the bulk of the namespaced-stdlib proposal (workshopsoft/ludic#2): 156 namespace methods across Math, Text, List, Ease, Collide, World, Net, Sys, Save, Mem, extended Screen, Color functions, extended Random, and Time. All deterministic fixed-point; self-hosting (C-free bootstrap fixpoint holds). Compiler (selfhost/): - Math.*: sqrt/sin/cos/tan/atan2/asin/acos (fixed-point runtime prelude — bit-by-bit isqrt, 256-entry interpolated sine table, Ross atan2), plus hypot/dist/dist2/deg_to_rad/rad_to_deg/posmod/wrap/ping_pong/snapped/ move_toward/smoothstep/lerp/remap/sign/floor/ceil/round. - Text.* (complete): upper/lower/trim/repeat/pad, split/join/replace, and the libc-backed queries. - List.* (complete): insert/remove_at/remove/sort plus the earlier ops. - Ease.* (in/out/in_out/back/bounce) and Collide.* (rects/point_rect/ circles/rect_circle). - Phase 3: World/Net/Sys/Save namespaced over the bare builtins (byte- identical IR) and Mem.* (bytes/words/copy/fill/peek/poke). - Screen.* extended (line/circle/fill_circle/triangle/fill_triangle via new runtime primitives; sprite/sprite_scaled aliases), Color.* functions, Random.* (value/int/sign), Time.* (frame/delta/elapsed/now — new game-loop frame counter). - Fix a lexer bug: fixed-point literals with >4 fractional digits overflowed. Docs & tooling: - 129 new per-symbol doc pages; gen.py made data-driven (namespaces discovered from the docs, no hardcoded list); new check-impl.py enforces that every implemented namespace method / keyword / type / phase has a doc page, wired into `x test-tools`. Document the previously-undocumented keywords (break/continue/where/entry/new/public + and/or/not tokens). - LSP: namespaced signature help (ns_method_sig) covering every namespace. Tests: 12 new self-host/regression tests + a golden render for the drawing primitives. All suites green (selfhost 21, regression 45, tools 29). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
23 lines
1.1 KiB
Markdown
23 lines
1.1 KiB
Markdown
---
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id: kw-public
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name: public
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category: structure
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kind: keyword
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tokens: public
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sig: scene Name start public { … }
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tip: Expose a declaration's lifecycle on the public event bus.
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order: 11
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---
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<code>public</code> marks a <code>scene</code>, <code>layer</code>, or <code>event</code> as part of the game's public surface, so its lifecycle is emitted as named events other systems and mods can react to with <code>@On</code>. A <code>public</code> scene fires <code>scene_<Name>_enter</code> and <code>scene_<Name>_exit</code>; a <code>public</code> layer fires <code>layer_<Name>_show</code> / <code>_hide</code>. It is the declaration-level counterpart to the <code>@Public</code> annotation that promotes a model or handler's lifecycle hooks. Keep it off by default and add it only where the modding surface genuinely needs the hook.
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```ludic
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program Flow {
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@On(scene_Menu_enter) handler Greet { print(1) }
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scene Menu start public {
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on enter { print(10) } # entering Menu prints 10, then fires scene_Menu_enter
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on exit { print(20) }
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}
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}
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```
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