The parser now requires a newline or ';' between statements (block() in selfhost/parse.ludic); two statements may no longer sit adjacent with only spaces. Also fixed if-without-else swallowing its trailing separator. Migration: tools/ludic-tools/migrate_separators.c inserts ';' at statement boundaries corpus-wide (examples, runtime, 25 self-host fragments, ~1100 boundaries). Verified semantically identical — the migrated compiler compiles itself to IR byte-identical to the pre-migration seed, and every golden game renders identically. Reseeded to the strict compiler; C-free fixpoint holds; test.sh 14/14. Docs: Rule B documented in LANGUAGE.md; BOOTSTRAP.md R1 + stale fences updated; check-docs green across all docs. Fixed a multi-line string literal in emit_expr.ludic (byte-identical \n escape) that the C toolchain lexer mis-lexes. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
38 lines
1.1 KiB
Text
38 lines
1.1 KiB
Text
# ⚠️ NOT YET IMPLEMENTED by the self-hosted compiler. `scene` / `layer` /
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# `on enter` / `on exit` have no parser support today, so this file does NOT
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# compile with build/ludicc — it is a design sketch of the intended syntax (see
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# LANGUAGE.md §"Scenes & layers"). It is deliberately excluded from test.sh.
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# Games that need scene-like states use a mode register + `machine` today, as
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# examples/chronorift does.
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game SceneDemo {
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const R_N: int = 0
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system Boot phase Start { setreg(R_N, 0); print_int(1000) }
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scene Title start {
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on enter { print_int(1) }
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on exit { print_int(2) }
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layer Main {
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system Tick phase Update {
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setreg(R_N, reg(R_N) + 1)
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print_int(100 + reg(R_N))
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if reg(R_N) >= 2 { enter 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 { print_int(3); setreg(R_N, 0) }
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on exit { print_int(4) }
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layer World {
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system Step phase Update {
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setreg(R_N, reg(R_N) + 1)
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print_int(200 + reg(R_N))
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if reg(R_N) >= 2 { quit() }
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}
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}
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layer Hud {
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system Draw phase Render { print_int(900) }
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}
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}
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}
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