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