Expand the abbreviated string type and its conversion builtin to the full
word everywhere:
str -> string (the immutable-string type)
str(x) -> str -> string(x) -> string (the stringify builtin;
what `{…}` interpolation calls)
Types are recognized by identifier, and llty maps both spellings to LLVM
`ptr`, so this is an atomic source rewrite: type annotations, the Ludic
type tags, the builtin name/dispatch, and the interpolation desugar, plus
the grammars, LSP, docs (type-str -> type-string, fn-str -> fn-string), and
inventory. int/bool stay (universally accepted, like Math).
Reseeded; C-free fixpoint holds; all suites green (45/24/29); site + check.py OK.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
56 lines
1.8 KiB
Text
56 lines
1.8 KiB
Text
# ============================================================================
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# atlas.ludic — render a Kenney tile pack as one index-labeled sheet, so you can
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# see which sprite id is which before referring to it in a game.
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#
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# ludicc tools/atlas.ludic --headless -o build/atlas
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# ./build/atlas && sips -s format png out.ppm --out atlas.png
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#
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# Replaces the old tools/atlas.c, which used the C runtime that no longer
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# exists. It is the same program, in the language it is a tool for.
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# ============================================================================
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game Atlas {
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const DIR: str = "assets/kenney/tiny-dungeon/Tiles"
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const N: int = 132
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const COLS: int = 12
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const CELL: int = 24
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system Sheet phase Start {
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clear(0x101018)
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for i in 0 .. N {
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let col = i % COLS
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let row = i / COLS
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let x = col * CELL
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let y = row * CELL
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# tile_0000.png … tile_0131.png — the id is the file's number
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let id = load_png(tile_path(i))
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if id >= 0 {
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draw_sprite(id, x + 4, y + 2)
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}
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text_int(x + 1, y + 18, i, 0x8090b0, 1)
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}
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present()
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quit()
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}
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# build "<DIR>/tile_%04d.png" without a formatter: the runtime's string
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# helpers write into a scratch buffer we own
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function tile_path(i: int) -> string {
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let buf = atlas_buf()
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let n = rt_put_str(buf, 0, DIR)
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n = rt_put_str(buf, n, "/tile_")
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if i < 1000 { poke8(buf, n, 48) n = n + 1 }
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if i < 100 { poke8(buf, n, 48) n = n + 1 }
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if i < 10 { poke8(buf, n, 48) n = n + 1 }
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n = rt_put_int(buf, n, i)
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n = rt_put_str(buf, n, ".png")
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poke8(buf, n, 0)
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return buf
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}
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var atlas_scratch: ptr = ptr_null()
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function atlas_buf() -> ptr {
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if ptr_is_null(atlas_scratch) { atlas_scratch = mem_alloc(512) }
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return atlas_scratch
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}
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}
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