ludic/examples/lifecycle.ludic
Orkuncakilkaya 6e11212cf2 Lifecycle hooks: @OnStart/@OnQuit, @OnDespawn, @OnAttach (like @OnSpawn)
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>
2026-08-27 21:15:50 +03:00

28 lines
1.4 KiB
Text

# lifecycle.ludic — a game's whole lifecycle as @-hooks. Each fires at one point
# on the timeline and reduces to ordinary code, so nothing is hidden and the
# data-oriented model is untouched. Running it prints: 1 700 50 950 2 — one line
# per hook, in the order the timeline reaches them.
#
# boot ── @OnStart ──▶ spawn ── @OnAttach, @OnSpawn ──▶ … ── @OnDespawn ──▶ quit ── @OnQuit
program Life {
property Health { hp: int = 0, max: int = 100 }
property Sprite { id: int = 0 }
model Enemy { Health, Sprite }
# ---- program lifecycle -----------------------------------------------------
@OnStart handler Boot { print_int(1) } # once, at boot
@OnQuit handler Bye { print_int(2) } # once, at shutdown
# ---- property / entity lifecycle -------------------------------------------
@OnAttach(Sprite) handler Load { print_int(Sprite.id + 700) } # when a Sprite is attached
@OnSpawn(Enemy) handler Init { Health.hp = Health.max } # constructor
@OnDespawn(Enemy) handler Clean { print_int(Health.hp + 900) } # destructor (dispatched by kind)
handler Seed phase Start { spawn Enemy { Health { max: 50 } } }
handler Run phase Render {
for (h) in query [Health] { print_int(h.hp) } # 50 — Init set hp to max
for (e) in query [Health] { despawn self() } # Clean fires: 50 + 900 = 950
quit()
}
}