ludic/examples/qdecl.ludic
Orkuncakilkaya 985f9ad8f2 Baseline: Ludic compiler + toolchain, Phase 1 syntax fixes complete
Self-hosted compiler (selfhost/*.ludic), runtime, examples, editor tooling,
and docs. Phase 1 of the syntax-redesign cohesion pass has landed:
edge-system fix, signature-query, when-alias, and the documentation truth-pass.
Suite green (14/14), C-free bootstrap fixpoint holds.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-27 15:15:35 +03:00

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# ============================================================================
# qdecl.ludic — a system whose query lives in its signature.
#
# system CleanBattle phase LateUpdate
# query (b, p) [Battle, Pos, {Foe}] where b.hp <= 0
# { … }
#
# is the same thing as writing `for (b, p) in query [...] where ... { … }` around
# the whole body — the loop header just moves into the declaration. The body runs
# once per matching entity, and self() is that entity.
# ============================================================================
game QueryDecl {
component Battle { hp: int = 0, side: int = 0 }
component Pos { x: int = 0, y: int = 0 }
archetype Foe { Battle, Pos }
system Seed phase Start {
spawn Foe { Battle = { hp = 3, side = 1 } }
spawn Foe { Battle = { hp = 0, side = 1 } }
spawn Foe { Battle = { hp = -2, side = 0 } }
}
system CleanBattle phase LateUpdate
query (b, p) [Battle, Pos, {Foe}] where b.hp <= 0 and b.side == 1
{
print_int(p.x)
despawn self()
}
system Census phase Render
query (b) [Battle]
{
print_int(b.hp)
}
system Bye phase Render { quit() }
}