- `[a, b, c]` list literals (E_LIST → emit_list); static_type learns slice-element, `new T`, list, string and literal kinds - `x op= y` lowers through the same path as `x = x op y` (emit_bin_vals): fixed `*=`/`/=` use the Q16.16 64-bit paths, string `+=` concatenates, int→long widens; unary `-` keeps a fixed operand's type (arith_ty) - one `unescape()` table for "strings", 'chars' and `interpolation`; `'\''`, `'\\'`, `'\"'` no longer read as 0; unterminated char literals and unexpected characters are errors instead of silently skipped - every diagnostic is `file:line: error: msg` (g_parse_file / g_err_file, Node.file + Node.line set by node()); tok_desc() in expectation errors; duplicate `function` names and unknown `phase` names are reported in source terms (phase_id used to default unknown phases to Overlay) - interpolation holes skip braces inside string literals - hand-IR preludes move from the user `@fn_` prefix to `@lp_` so a user `is_ws` / `str_eq` / `path_join` no longer collides at link time - `@ClearColor(expr)` accepts any constant expression; `Os.pid()` added (docs page + inventory); `str_starts()` in support/str - main.ludic: `else if` flag ladder, char literals, stale script comments - examples/lang/operators.ludic covers all of the above; os.ludic covers Os.pid; docs pages for Os.pid and the Overlay phase; ten changesets - reseeded: selfhost/ludicc.seed.ll is the new compiler's own fixpoint Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
871 B
871 B
| id | name | category | kind | tokens | sig | tip | order | ns | member |
|---|---|---|---|---|---|---|---|---|---|
| anim-finished | Anim.finished | anim | namespace-method | Anim.finished | Anim.finished(timer, fps, count) -> bool | True once a one-shot clip has run past its last frame. | 4 | Anim | finished |
Returns true once floor(timer * fps) >= count — i.e. a one-shot clip driven by Anim.once has played its final frame. Use it to despawn an effect, fire a follow-up, or switch back to an idle clip.
Parameters:
timer— elapsed seconds (afixed)fps— frames per secondcount— number of frames in the clip
program Demo {
property Blast { timer: fixed = 0.0 }
model Boom { Blast }
handler Run phase Update {
Blast.timer = Blast.timer + Time.delta()
if Anim.finished(Blast.timer, 15, 6) { despawn (self()) }
}
}