ludic/examples/library/component_access.ludic
Orkuncakilkaya 19fcf60599 wip(0.S3): packages and examples migrated again from their pre-0.S sources in one run
ludic migrate state packages <every example program> packages/ludic.lab/example/plate.ludic
  1804 vars into 126 states, 64 into lets; 23498 edits in 460 files

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 15:31:34 +03:00

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# component_access.ludic — typed component access from an entity handle:
# `Prop.of(e)` reads and writes fields, `Prop.has(e)` is safe for -1 and dead
# handles, `Prop.count()` counts, `Prop.despawn_all()` clears; `countdown` fields
# tick toward 0 each Update; `Enum.Variant` typed vars and machines. Prints:
# 9 15 10 33 1 0 0 1 0 1 101 100 102 1 2 1 0
program ComponentAccess {
import "ludic.core/components.ludic"
property Hero { roll_frames: int = 0, iframes: int = 0, flash: countdown = 0 }
property Tag { n: int = 0 }
model Player { Position, Hero }
model Thing { Position, Tag }
enum HeroState { Idle, Rolling, Swinging }
state ComponentAccessState {
hero_state: HeroState = HeroState.Rolling
player: int = -1
frames: int = 0
}
function step(component_access_st: mut ComponentAccessState) -> void {
machine component_access_st.hero_state {
state Idle { print(100); become Swinging }
state Rolling { print(101); become Idle }
state Swinging { print(102); become Rolling }
}
}
handler Tick(component_access_st: mut ComponentAccessState) phase Update {
component_access_st.frames += 1
if component_access_st.frames == 1 {
component_access_st.player = spawn Player { Position { x: 3, y: 4 }, Hero { roll_frames: 9, flash: 3 } }
spawn Thing { Position { x: 30, y: 40 }, Tag { n: 7 } }
print(Hero.of(component_access_st.player).roll_frames) # 9
Hero.of(component_access_st.player).iframes = 20
Hero.of(component_access_st.player).iframes -= 5
print(Hero.of(component_access_st.player).iframes) # 15
let hero = Hero.of(component_access_st.player)
hero.roll_frames += 1
print(Hero.of(component_access_st.player).roll_frames) # 10
print(Position.of(component_access_st.player).x + Position.of(1).x) # 33
print(Hero.has(component_access_st.player)) # 1
print(Hero.has(1)) # 0
print(Hero.has(-1)) # 0
print(Tag.has(1)) # 1
despawn 1
print(Tag.has(1)) # 0
print(Position.count()) # 1: the player
spawn Thing { Position { x: 1 } }
}
if component_access_st.frames == 2 {
step(component_access_st); step(component_access_st); step(component_access_st) # 101 100 102
print(component_access_st.hero_state) # 1
print(Position.count()) # 2: the player and the thing spawned after
}
if component_access_st.frames == 3 {
print(Hero.of(component_access_st.player).flash) # ticked twice: 1
Position.despawn_all()
print(Position.count()) # 0
quit()
}
}
}