ludic/examples/qdecl.ludic
Orkuncakilkaya 39bd430ce8 Phase 3a: spawn/record initializers use ':' (Rule A)
Comp = { f = v }  ->  Comp { f: v }. record() requires ':' and parse_spawn()
drops the '=' before the record; '=' is now assignment/binding only. Records
appear only in games, so the compiler seed is unaffected.

Migration: tools/ludic-tools/migrate_records.c (spawn-context aware). Verified
every golden byte-identical, old '=' form rejected, reseeded, test.sh 14/14.
Docs updated (LANGUAGE.md, BOOTSTRAP.md R2).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-27 15:58:00 +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() }
}