ludic/examples/chronorift/world.ludic
Orkuncakilkaya a3a1e4d160 Language: named colors, namespaced Screen/Input/Random/Map API, named args
An opinionated, game-facing surface for the language:
- Color.<Name>: 221 named colors resolved to 0xRRGGBB at compile time
  (selfhost/emit_color.ludic).
- Namespaced builtins Screen.* / Input.key / Random.* / Map.*, so calls read as
  subject.action; present() -> Screen.show(), clear -> Screen.clear,
  fill_rect -> Screen.fill_rectangle, etc.
- Named arguments, e.g. Screen.fill_rectangle(x:, y:, width:, height:, color:),
  reordered to the callee's parameters at emit time.
- machine/become can run over a named program-scope var, not just a register.
- Migrate examples off numeric registers to named vars; snake/menu/chronorift
  render byte-identical to the goldens and the bootstrap fixpoint is preserved.
- Regenerate the checked-in seed (selfhost/ludicc.seed.ll).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-29 16:05:55 +03:00

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# world.ludic — the data model: components, entity archetypes, constants.
# Imported by examples/chronorift.ludic. No `game` wrapper (this is a fragment).
property Pos { x: int = 0, y: int = 0 }
property Actor { kind: int = 0 }
property Stats { hp: int = 1, maxhp: int = 1, mp: int = 0, maxmp: int = 0,
atk: int = 1, def: int = 0, lvl: int = 1, xp: int = 0, guard: int = 0 }
property Party { slot: int = 0 }
# Entity KINDS. Identity is stored as one integer per entity (L_kind), not as
# an empty marker component. Query membership with {Player} / {Enemy}.
model Player { Pos, Actor, Party, Stats } # the controllable knight
model Ally { Party, Stats } # backline mage (no overworld body)
model Enemy { Actor, Stats } # battle foe
const MW: int = 40
const MH: int = 18
const SPR_GRASS: int = 0
const SPR_TREE: int = 1
const SPR_PATH: int = 2
const SPR_HOUSE: int = 3
const SPR_DOOR: int = 4
const SPR_HERO: int = 5
const SPR_SLIME: int = 6
const SPR_SKEL: int = 7
const SPR_BOSS: int = 8
const SPR_MAGE: int = 9
const SPR_FLOOR: int = 10
const SPR_WALL: int = 11
var game_mode: int = 0 # 0 field, 1 battle, 2 gameover, 3 victory
var turn_phase: int = 0
var menu_cursor: int = 0
var encounter: int = 0
var enemy_type: int = 0 # 0 slime, 1 skeleton, 2 boss
var player_hit: int = 0
var enemy_hit: int = 0
var gold: int = 0
var world_map: int = 0 # 0 overworld, 1 dungeon
var boss_down: int = 0 # boss defeated flag
var ack: int = 0 # debounce for end screens
var potions: int = 0 # potions in inventory