Implement the bulk of the namespaced-stdlib proposal (workshopsoft/ludic#2): 156 namespace methods across Math, Text, List, Ease, Collide, World, Net, Sys, Save, Mem, extended Screen, Color functions, extended Random, and Time. All deterministic fixed-point; self-hosting (C-free bootstrap fixpoint holds). Compiler (selfhost/): - Math.*: sqrt/sin/cos/tan/atan2/asin/acos (fixed-point runtime prelude — bit-by-bit isqrt, 256-entry interpolated sine table, Ross atan2), plus hypot/dist/dist2/deg_to_rad/rad_to_deg/posmod/wrap/ping_pong/snapped/ move_toward/smoothstep/lerp/remap/sign/floor/ceil/round. - Text.* (complete): upper/lower/trim/repeat/pad, split/join/replace, and the libc-backed queries. - List.* (complete): insert/remove_at/remove/sort plus the earlier ops. - Ease.* (in/out/in_out/back/bounce) and Collide.* (rects/point_rect/ circles/rect_circle). - Phase 3: World/Net/Sys/Save namespaced over the bare builtins (byte- identical IR) and Mem.* (bytes/words/copy/fill/peek/poke). - Screen.* extended (line/circle/fill_circle/triangle/fill_triangle via new runtime primitives; sprite/sprite_scaled aliases), Color.* functions, Random.* (value/int/sign), Time.* (frame/delta/elapsed/now — new game-loop frame counter). - Fix a lexer bug: fixed-point literals with >4 fractional digits overflowed. Docs & tooling: - 129 new per-symbol doc pages; gen.py made data-driven (namespaces discovered from the docs, no hardcoded list); new check-impl.py enforces that every implemented namespace method / keyword / type / phase has a doc page, wired into `x test-tools`. Document the previously-undocumented keywords (break/continue/where/entry/new/public + and/or/not tokens). - LSP: namespaced signature help (ns_method_sig) covering every namespace. Tests: 12 new self-host/regression tests + a golden render for the drawing primitives. All suites green (selfhost 21, regression 45, tools 29). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
22 lines
1.1 KiB
Text
22 lines
1.1 KiB
Text
program T {
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entry {
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print(Math.floor(Ease.in(0.5) * 1000.0)) # 250
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print(Math.floor(Ease.out(0.5) * 1000.0)) # 750
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print(Math.floor(Ease.in_out(0.5) * 1000.0)) # 500
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print(Math.floor(Ease.in(1.0) * 1000.0)) # 1000
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print(Math.floor(Ease.out(1.0) * 1000.0)) # 1000
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print(Math.floor(Ease.bounce(1.0) * 1000.0)) # 999
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print(Math.floor(Ease.bounce(0.5) * 1000.0)) # 765
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print(Math.floor(Ease.back(0.5) * 1000.0)) # -88
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print(Math.floor(Ease.back(1.0) * 1000.0)) # 1000
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print(Collide.rects(0, 0, 10, 10, 5, 5, 10, 10)) # 1
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print(Collide.rects(0, 0, 10, 10, 20, 20, 5, 5)) # 0
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print(Collide.point_rect(5, 5, 0, 0, 10, 10)) # 1
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print(Collide.point_rect(15, 5, 0, 0, 10, 10)) # 0
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print(Collide.point_rect(10, 5, 0, 0, 10, 10)) # 0
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print(Collide.circles(0, 0, 5, 6, 0, 5)) # 1
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print(Collide.circles(0, 0, 5, 20, 0, 5)) # 0
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print(Collide.rect_circle(0, 0, 10, 10, 15, 5, 6)) # 1
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print(Collide.rect_circle(0, 0, 10, 10, 20, 5, 6)) # 0
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}
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}
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