One `print` instead of two C-style names: `print(x)` writes an int OR a string followed by a newline, dispatching on the operand type (int -> %d, string -> %s). `print(int)` emits byte-identically to the old print_int, so every existing call and every smoke-test output is unchanged. print_str was only ever the raw IR-to-stdout dump in ir_flush (no newline), which is not "printing a line" — so it now uses file_write to a new file_stdout() stream, keeping the emitted IR byte-for-byte identical. That frees `print` to have consistent always-newline semantics. Two reseeds: (A) add print + str + file_stdout keeping the intrinsics; (B) migrate the 61 print_int calls to print, ir_flush to file_write(file_stdout()), and delete print_int/print_str (+ the now-dead @.fmt_str). str(x) (the interpolation converter from 7d) is now also a documented standalone builtin. Vocabulary: print/str/file_stdout in, print_int/print_str out (ludic_syntax.h, grammar, LudicTokens.kt). LANGUAGE.md updated. Reseeded (22551 lines); C-free fixpoint holds; goldens identical; 18/18; vocab + doc-fences clean. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
37 lines
1.3 KiB
Text
37 lines
1.3 KiB
Text
# annotations.ludic — the annotation-first style. Behaviour is expressed with
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# @-decorators that desugar to plain handlers, queries and expressions, so the
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# properties stay pure data and the data-oriented model is untouched.
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@Handles(Move)
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program RPG2D {
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property Transform { x: int = 0, y: int = 0, scale: int = 1 }
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property Velocity {
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dx: int = 0
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dy: int = 0
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@Computed speed2: int = dx * dx + dy * dy # derived; no storage, inlined at use
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}
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model Actor { Transform, Velocity }
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# A constructor: every Actor starts visible. Runs at spawn with the model's
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# properties bound by name — no per-frame cost, no observer machinery.
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@OnSpawn(Actor)
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handler InitActor { Transform.scale = 2 }
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handler Spawn phase Start {
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spawn Actor { Transform { x: 0 } Velocity { dx: 3, dy: 4 } }
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spawn Actor { Transform { x: 0 } Velocity { dx: 0, dy: 0 } }
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}
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# Move every Actor whose scale is positive and that is actually moving. The
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# query is the decorator; each bound property is addressed by its own name.
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@Queries(these: [Transform{scale > 0}, Velocity{dx > 0 or dy > 0}], on: Actor)
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handler Move phase Update {
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Transform.x = Transform.x + Velocity.dx
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Transform.y = Transform.y + Velocity.dy
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}
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handler Report phase Render {
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for (t, v) in query [Transform, Velocity] { print(t.x); print(v.speed2) }
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quit()
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}
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}
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