ludic/examples/scenes.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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# ⚠️ NOT YET IMPLEMENTED by the self-hosted compiler. `scene` / `layer` /
# `on enter` / `on exit` have no parser support today, so this file does NOT
# compile with build/ludicc — it is a design sketch of the intended syntax (see
# LANGUAGE.md §"Scenes & layers"). It is deliberately excluded from test.sh.
# Games that need scene-like states use a mode register + `machine` today, as
# examples/chronorift does.
game SceneDemo {
const R_N: int = 0
system Boot phase Start { setreg(R_N, 0) print_int(1000) }
scene Title start {
on enter { print_int(1) }
on exit { print_int(2) }
layer Main {
system Tick phase Update {
setreg(R_N, reg(R_N) + 1)
print_int(100 + reg(R_N))
if reg(R_N) >= 2 { enter Play }
}
}
}
scene Play {
on enter { print_int(3) setreg(R_N, 0) }
on exit { print_int(4) }
layer World {
system Step phase Update {
setreg(R_N, reg(R_N) + 1)
print_int(200 + reg(R_N))
if reg(R_N) >= 2 { quit() }
}
}
layer Hud {
system Draw phase Render { print_int(900) }
}
}
}