ludic/examples/toggle.ludic
Orkuncakilkaya e9c15cc620 Phase 7e: polymorphic print(x) + str(x) (retire print_int/print_str)
One `print` instead of two C-style names: `print(x)` writes an int OR a string
followed by a newline, dispatching on the operand type (int -> %d, string ->
%s). `print(int)` emits byte-identically to the old print_int, so every existing
call and every smoke-test output is unchanged.

print_str was only ever the raw IR-to-stdout dump in ir_flush (no newline), which
is not "printing a line" — so it now uses file_write to a new file_stdout()
stream, keeping the emitted IR byte-for-byte identical. That frees `print` to
have consistent always-newline semantics.

Two reseeds: (A) add print + str + file_stdout keeping the intrinsics; (B)
migrate the 61 print_int calls to print, ir_flush to file_write(file_stdout()),
and delete print_int/print_str (+ the now-dead @.fmt_str). str(x) (the
interpolation converter from 7d) is now also a documented standalone builtin.

Vocabulary: print/str/file_stdout in, print_int/print_str out (ludic_syntax.h,
grammar, LudicTokens.kt). LANGUAGE.md updated. Reseeded (22551 lines); C-free
fixpoint holds; goldens identical; 18/18; vocab + doc-fences clean.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-28 01:22:38 +03:00

37 lines
1.7 KiB
Text

# toggle.ludic — enable/disable at the three ECS scopes, each a plain statement.
# Disabling never destroys data: a property's values persist in storage, so a
# later `enable` restores them. Queries already skip a cleared flag, so nothing
# else in the language needs to know. Running it prints: 6 0 7 1 0
#
# disable P on e clears one entity's has-flag (@OnDisable / @OnEnable fire)
# disable Model flips the model's enabled flag (its entities drop from queries)
# disable Handler flips the handler's enabled flag (it stops running each phase)
program Toggles {
property Health { hp: int = 0, max: int = 100 }
property Shield { amount: int = 0 }
model Player { Health, Shield }
# hooks run at the toggle point with the property's data bound by name
@OnDisable(Shield) handler Down { print(Shield.amount + 1) } # 5 + 1
@OnEnable(Shield) handler Up { print(Shield.amount + 2) } # 5 + 2
handler Seed phase Start { spawn Player { Health { max: 50 }, Shield { amount: 5 } } }
handler Run phase Render {
for (e) in query [Player] { disable Shield on self() } # @OnDisable -> 6
var n = 0
for (s) in query [Shield] { n += 1 }
print(n) # 0 — no live Shield now
for (e) in query [Player] { enable Shield on self() } # @OnEnable -> 7, data intact
n = 0
for (s) in query [Shield] { n += 1 }
print(n) # 1 — amount is still 5
disable Player # whole model off
n = 0
for (p) in query [Player] { n += 1 }
print(n) # 0 — model disabled
quit()
}
}