Adds the rest of the game/entity/property lifecycle as @-hooks, each firing at one timeline moment and reducing to ordinary code: - @OnStart / @OnQuit (program): @OnStart aliases the Start phase; @OnQuit runs in the frame loop's done: block, after the loop stops and before teardown. - @OnDespawn(Model) (entity): a destructor. Despawn doesn't statically know the entity's model, so hooks compile to @on_despawn_<Model>(entity) functions and emit_despawn dispatches on @L_kind. Symmetric with @OnSpawn. - @OnAttach(Property): fires in emit_init_component once a property is attached and seeded, with the property bound by name. Registries + parsing mirror @OnSpawn. examples/lifecycle.ludic narrates the whole timeline (output 1 700 50 950 2). Behaviour-preserving (goldens byte-identical, despawn users unaffected when no hooks registered); test.sh 16/16, fixpoint holds. Deferred: @OnDetach (per-property runtime dispatch) and scene @OnEnter/@OnExit (need scene support in the compiler). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
28 lines
1.4 KiB
Text
28 lines
1.4 KiB
Text
# lifecycle.ludic — a game's whole lifecycle as @-hooks. Each fires at one point
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# on the timeline and reduces to ordinary code, so nothing is hidden and the
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# data-oriented model is untouched. Running it prints: 1 700 50 950 2 — one line
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# per hook, in the order the timeline reaches them.
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#
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# boot ── @OnStart ──▶ spawn ── @OnAttach, @OnSpawn ──▶ … ── @OnDespawn ──▶ quit ── @OnQuit
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program Life {
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property Health { hp: int = 0, max: int = 100 }
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property Sprite { id: int = 0 }
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model Enemy { Health, Sprite }
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# ---- program lifecycle -----------------------------------------------------
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@OnStart handler Boot { print_int(1) } # once, at boot
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@OnQuit handler Bye { print_int(2) } # once, at shutdown
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# ---- property / entity lifecycle -------------------------------------------
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@OnAttach(Sprite) handler Load { print_int(Sprite.id + 700) } # when a Sprite is attached
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@OnSpawn(Enemy) handler Init { Health.hp = Health.max } # constructor
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@OnDespawn(Enemy) handler Clean { print_int(Health.hp + 900) } # destructor (dispatched by kind)
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handler Seed phase Start { spawn Enemy { Health { max: 50 } } }
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handler Run phase Render {
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for (h) in query [Health] { print_int(h.hp) } # 50 — Init set hp to max
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for (e) in query [Health] { despawn self() } # Clean fires: 50 + 900 = 950
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quit()
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}
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}
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