ludic/tools/editors/vscode
Orkuncakilkaya 9585405dc0 Phase 5: anchor the editor vocabulary to the compiler
check-vocabulary.py now extracts the keywords selfhost/parse*.ludic actually
dispatches on and requires the header's declaration/clause keywords to be a
subset (LUDIC_KW_RESERVED exempts documented-but-unimplemented scene/layer/on/
start, itself checked so an implemented reserved word must be promoted). Closes
the highlighted-but-unparsed loop against the real compiler; verified it catches
an injected bogus keyword.

Reconciled the drift it exposed across ludic_syntax.h, JetBrains, TextMate, and
emacs: dropped scene/layer/on/start (->RESERVED), the never-implemented
needs/uses/requires/ensures/invariant/effects clauses, and the retired
edge/export/pure prefixes; added enum/main. @annotations highlight generically.
Tooling-only (no seed change): test.sh 14/14, check-vocabulary + test-tools 28/0.

Phases 1-5 complete.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-27 16:35:46 +03:00
..
icons Baseline: Ludic compiler + toolchain, Phase 1 syntax fixes complete 2026-08-27 15:15:35 +03:00
snippets Baseline: Ludic compiler + toolchain, Phase 1 syntax fixes complete 2026-08-27 15:15:35 +03:00
src Baseline: Ludic compiler + toolchain, Phase 1 syntax fixes complete 2026-08-27 15:15:35 +03:00
syntaxes Phase 5: anchor the editor vocabulary to the compiler 2026-08-27 16:35:46 +03:00
.vscodeignore Baseline: Ludic compiler + toolchain, Phase 1 syntax fixes complete 2026-08-27 15:15:35 +03:00
language-configuration.json Baseline: Ludic compiler + toolchain, Phase 1 syntax fixes complete 2026-08-27 15:15:35 +03:00
package-lock.json Baseline: Ludic compiler + toolchain, Phase 1 syntax fixes complete 2026-08-27 15:15:35 +03:00
package.json Baseline: Ludic compiler + toolchain, Phase 1 syntax fixes complete 2026-08-27 15:15:35 +03:00
README.md Baseline: Ludic compiler + toolchain, Phase 1 syntax fixes complete 2026-08-27 15:15:35 +03:00

Ludic for VS Code

Syntax highlighting, formatting, and full language-server support for Ludic, the AI-first, ECS-native game language. See LANGUAGE.md in the Ludic repository for the language reference.

What you get

Source
Syntax highlighting TextMate grammar, works with no build
Semantic highlighting ludic-lsp — real name resolution, so a component reads differently from a local
Diagnostics structural errors as you type; ludicc's own errors on save
Completion context-aware: fields after ., components inside query [...], phases after phase, widgets inside ui
Hover signatures and docs for builtins, intrinsics, and everything you declared
Go to definition / references / rename across every file in the compilation unit, following import
Formatting format-on-save, comment-preserving
Outline, folding, inlay hints, signature help
```ludic fences in Markdown highlighted, checked, and formatted

Setup

Build the toolchain once, from the repository root:

./tools/build-tools.sh

That produces build/ludic-lsp and build/ludic-fmt, which the extension finds on its own. If you keep them elsewhere, set ludic.server.path.

Format on save:

"[ludic]": { "editor.formatOnSave": true }

Settings

  • ludic.server.path — where ludic-lsp lives. Empty = search build/, then PATH.
  • ludic.server.enabled — turn the server off and keep only static highlighting.
  • ludic.compilerPath — where ludicc lives, for on-save diagnostics.
  • ludic.compilerDiagnostics — whether to run the compiler at all.
  • ludic.indentSize — spaces per level for the formatter.
  • ludic.trace.server — log LSP traffic (Ludic: Show Language Server Log).

Installing without publishing

cd tools/editors/vscode
npm install
npx @vscode/vsce package
code --install-extension ludic-1.0.0.vsix