ludic/examples
Orkuncakilkaya 9b3d3e3298 ludic.ui: the pointer looks through a box with no size; a control's parts answer :hover
From the user's play, reproduced on Maroon Lake's customisation screen with the pointer scripted over
each control (the lab's R3D_CLICKS): nothing on it was ever pressed or hovered.

- A screen's root <div> round a positioned panel (a component's root holding the kit Screen's
  modal) lays out to 0x0, and the hit test (fr_pick) and :hover (fr_under) only walked into a child
  whose box held the point - so nothing under it was reachable. A box with no size holds no point and
  clips nothing: both look through it now (fr_empty), without hovering it.
- A control's parts (a select's < and >, a range's thumb) are made by ct_part, which never set
  `hovered`: `select .ui-prev:hover` could not match anywhere. It is set as an element's is.

Golden ui_pointer_through: the panel's button pressed and hovered through the empty root, and a
select's > hovered (before this: pressed 0, hovered 0). The 36 ui examples pass.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 13:26:33 +03:00
..
actions feat(lang): 0.R5 - a reducer writes one state and may read others, declared between its state and the action 2026-09-26 18:23:48 +03:00
ecs refactor(runtime,packages,examples): named constants, package enums, idiom sweep 2026-09-05 01:12:26 +03:00
events wip(0.S3): packages and examples migrated again from their pre-0.S sources in one run 2026-09-25 15:31:34 +03:00
functions wip(0.S3): packages and examples migrated again from their pre-0.S sources in one run 2026-09-25 15:31:34 +03:00
games wip(0.S3): packages and examples migrated again from their pre-0.S sources in one run 2026-09-25 15:31:34 +03:00
lang frame keeps: a model's records filled in place, kept event numbers, list spares, Json.read_file 2026-09-29 12:22:13 +03:00
library ludic.ui: the pointer looks through a box with no size; a control's parts answer :hover 2026-09-29 13:26:33 +03:00
modules escape (fix): kept memory is HEAP, so what is pushed through an alias of it is kept 2026-09-28 21:15:32 +03:00
networking examples: net_sync's raw buffer inside unsafe, now that a query's body is checked 2026-09-25 14:43:23 +03:00
rejected fix(check): a Math.* call has the type the emitter gives it 2026-09-28 14:12:28 +03:00
rendering render3d: VkAllocationCallbacks counted (R3D_ALLOC_VK), pipeline create infos freed, actor pool at init 2026-09-28 15:46:19 +03:00
state feat(cli): 0.R5 - ludic deps says what a function can come to change (widest_write_reach, --wreach N); a port member and a registry field reach only themselves 2026-09-26 23:19:54 +03:00
README.md refactor(cli)!: split the contributor tool out of the ludic CLI 2026-09-05 23:15:12 +03:00

Examples

A curated tour of Ludic, grouped by intent. Every example here is exercised by the test suite (bin/ludic-dev test / bin/ludic-dev selfhost-test), so nothing in this directory silently rots.

Run any program straight from the repository root (so assets/ resolves):

bin/ludic build examples/games/snake.ludic              # compile + open a real window
bin/ludic build examples/games/snake.ludic --headless   # render one frame to build/out.ppm
bin/ludic examples/lang/offline_rewards.ludic     # compile + run a plain program

games/ — complete, windowed games

Example What it shows
games/snake.ludic A full game from primitives: input, grid, growth, collision, score.
games/menu.ludic A retained-UI title screen — the UI declared as data.
games/chronorift.ludic A 2D co-op JRPG: overworld, dungeon, random encounters, turn battle, boss, save. The entry file imports the modules under games/chronorift/.

rendering/ — drawing primitives

Example What it shows
rendering/draw_prims.ludic The extended Screen.* primitives — line, circle, triangle, fill, sprite.

ecs/ — the entity-component world

Example What it shows
ecs/hello.ludic The smallest program that exercises the ECS pipeline.
ecs/world_get.ludic Reflection: read/write a component by name.
ecs/world_scan.ludic Reflection: scan the world and identify each entity.
ecs/world_query.ludic Reflection: iterate the world by property.
ecs/world_spawn.ludic Reflection: a mod spawns a fresh entity by model id.
ecs/world_mixed.ludic Reflection: get/set through real struct offsets.
ecs/world_dyn.ludic Reflection: register a brand-new component at runtime.

events/ — the event bus

Example What it shows
events/events.ludic EV0: the event-bus core — declare, emit, @On.
events/mod_events.ludic Two listeners on one event, driven from a mod.
events/cancel.ludic EV3: cancellable (decision) events.
events/recurse.ludic EV6: re-entrant emit is depth-bounded — no runaway cycle.
events/promote.ludic EV1: @Public promotes a lifecycle hook to a public event.
events/prop_events.ludic EV1 for properties: attach/detach events.
events/scene_events.ludic EV1 for scenes: on-enter / on-exit events.
events/program_events.ludic EV1 for the program scope: start/quit events.
events/layer_events.ludic EV1 for layers + a public layer's show/hide events.
events/scoped.ludic A despawned entity drops out of subsequent event work.

networking/ — deterministic multiplayer (N0–N6)

Each maps to a stage of the Networking design; all run over the compiler's built-in loopback transport with zero foreign code.

Example What it shows
networking/net_echo.ludic N0: the transport seam.
networking/net_snapshot.ludic N1: whole-world snapshot to a memory buffer.
networking/net_sync.ludic N2: @Sync replication codegen.
networking/net_owner.ludic N3: entity ownership.
networking/net_rpc.ludic N4: remote events / RPCs.
networking/net_roles.ludic N5: handler roles + the drivable sim.
networking/net_demo.ludic N6: a networked game end to end, in pure Ludic.
networking/net_rt.ludic A blessed server-authoritative replication runtime.

lang/ — language & standard-library tour

Example What it shows
lang/annotations.ludic The annotation-first style: @Queries / @Computed / @OnSpawn / @Handles.
lang/qdecl.ludic @Queries desugaring to the query system.
lang/lifecycle.ludic The whole game lifecycle as @-hooks, in firing order.
lang/detach.ludic Structural attach/detach + @OnAttach / @OnDetach.
lang/reason.ludic Reason-carrying teardown (@OnDespawn: Despawned vs Quit).
lang/toggle.ludic enable/disable at the three ECS scopes.
lang/scenes.ludic One active scene at a time, handlers grouped into layers.
lang/strings.ludic Strings as values: compare, join, interpolate, slice.
lang/operators.ludic Compound assignment on every type, unary minus, char escapes, list literals.
lang/rng_demo.ludic The Random.* extensions (value/int/sign).
lang/time_demo.ludic Time.frame / elapsed / delta.
lang/offline_rewards.ludic A worked idle-game example over the Time/Date/Duration stdlib.

library/ — building and linking a shared library

A how-to for compiling a .ludic module to a native .dylib/.so/.dll and linking a second program against it via extern fn:

bin/ludicc examples/library/combat.ludic --shared -o build/libcombat.dylib
bin/ludicc examples/library/arena.ludic  -o build/arena -Lbuild -lcombat
Example What it shows
library/combat.ludic Exported functions callable across the C ABI.
library/arena.ludic A program that links against the shared library.