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>
50 lines
1.8 KiB
Text
50 lines
1.8 KiB
Text
# scenes — one active scene at a time, each grouping handlers into layers behind
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# an implicit active-scene register (see LANGUAGE.md §"Scenes & layers").
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#
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# Running it (feed a few keystrokes so the loop ticks) prints:
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# 1000 1 101 102 2 3 900 201 900 202 900
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# 1000 Boot (a global handler) runs once at Start
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# 1 Title is `start`; its `on enter` fires at boot
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# 101 frame 1 Update: only Title.Main.Tick runs (Play is not active)
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# 102 frame 2 Update: Tick reaches 2 -> `become Play`…
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# 2 3 …which runs Title's `on exit` then Play's `on enter`
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# 900 Play renders the same frame it is entered (Hud.Draw)
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# 201 900 frame 3: Play.World.Step, then Hud.Draw
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# 202 900 frame 4: Step reaches 2 -> quit(); Hud.Draw paints the last frame
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#
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# bin/ludic-dev game-build bin/ludicc examples/lang/scenes.ludic /tmp/scenes
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# printf 'aaaa' | /tmp/scenes
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program SceneDemo {
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state SceneDemoState {
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counter: int = 0
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}
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handler Boot(scene_demo_st: mut SceneDemoState) phase Start { scene_demo_st.counter = 0; print(1000) }
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scene Title start {
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on enter { print(1) }
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on exit { print(2) }
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layer Main {
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handler Tick(scene_demo_st: mut SceneDemoState) phase Update {
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scene_demo_st.counter += 1
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print(100 + scene_demo_st.counter)
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if scene_demo_st.counter >= 2 { become Play }
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}
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}
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}
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scene Play {
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on enter (scene_demo_st: mut SceneDemoState) { print(3); scene_demo_st.counter = 0 }
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on exit { print(4) }
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layer World {
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handler Step(scene_demo_st: mut SceneDemoState) phase Update {
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scene_demo_st.counter += 1
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print(200 + scene_demo_st.counter)
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if scene_demo_st.counter >= 2 { quit() }
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}
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}
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layer Hud {
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handler Draw phase Render { print(900) }
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}
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}
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}
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