ludic migrate state packages <every example program> packages/ludic.lab/example/plate.ludic 1804 vars into 126 states, 64 into lets; 23498 edits in 460 files Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
96 lines
4.7 KiB
Text
96 lines
4.7 KiB
Text
# platformer_scaffolding.ludic — the ludic.platformer game-loop pieces (#58
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# layers 4-5): a moving platform that carries its rider, a collectible that scores
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# on pickup (with a cancellable veto), a spring that launches the player, and a
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# hazard that damages a Life with i-frames. Deterministic; a full run prints:
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# 1 1 1 1 1 1
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#
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# Build (from the repo root):
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# LUDIC_MODULES=packages ludicc --headless examples/games/platformer_scaffolding.ludic
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program PlatformerScaffolding {
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import "ludic.platformer/platformer.ludic"
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import "ludic.platformer/scaffolding.ludic"
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property Position { x: int = 0, y: int = 0 }
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property Body {
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vx: fixed = 0.0, vy: fixed = 0.0, gravity: fixed = 0.0, max_fall: fixed = 0.0,
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rx: fixed = 0.0, ry: fixed = 0.0, policy: int = 0,
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on_ground: int = 0, hit_wall: int = 0, hit_ceiling: int = 0
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}
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property Collider {
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w: int = 0, h: int = 0, offx: int = 0, offy: int = 0,
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is_trigger: int = 0, one_way: int = 0, layer: int = 0, mask: int = 0,
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hit: int = 0, entered: int = 0, exited: int = 0
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}
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model Hero { Position, Body, Collider, Platformer, Score, Life }
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model MovePlat { Position, Collider, Platform }
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model Coin { Position, Collider, Pickup }
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model Bouncer { Position, Collider, Spring }
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model Spike { Position, Collider, Hazard }
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@OnSpawn(Hero) handler HI { }
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@OnSpawn(MovePlat) handler MI { }
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@OnSpawn(Coin) handler CI { }
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@OnSpawn(Bouncer) handler BI { }
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@OnSpawn(Spike) handler SI { }
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state PlatformerScaffoldingState {
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picked: int = 0
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sprang: int = 0
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hurt: int = 0
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}
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@On(ItemPickedUp) handler OnPick(platformer_scaffolding_st: mut PlatformerScaffoldingState) { platformer_scaffolding_st.picked += 1 }
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@On(Sprang) handler OnSpring(platformer_scaffolding_st: mut PlatformerScaffoldingState) { platformer_scaffolding_st.sprang += 1 }
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@On(Hurt) handler OnHurt(platformer_scaffolding_st: mut PlatformerScaffoldingState) { platformer_scaffolding_st.hurt += 1 }
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function tick_n(n: int) -> void { var i = 0; while i < n { tick_fixed(); i += 1 } }
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function bi(b: bool) -> int { if b { return 1 }; return 0 }
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entry (platformer_scaffolding_st: PlatformerScaffoldingState) {
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let PP = World.prop_id("Position")
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let PB = World.prop_id("Body")
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let PL = World.prop_id("Platformer")
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let fx = World.field_id(PP, "x")
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let fy = World.field_id(PP, "y")
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disable system esys_platformer_input
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# ---- moving platform carries a rider -----------------------------------
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# platform shuttles x 100->160 at 2px/frame; hero starts standing on top.
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spawn MovePlat { Position { x: 100, y: 200 }, Collider { w: 48, h: 8 },
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Platform { kind: 2, ax: 100, ay: 200, bx: 160, by: 200, speed: 2, dir: 1 } }
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spawn Hero { Position { x: 116, y: 184 }, Collider { w: 12, h: 16 },
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Platformer { move_speed: 0, jump_height: 4 }, Life { hp: 3, max: 3 } }
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let h = World.query_next(PL, 0)
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tick_n(2) # settle onto the platform
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let x0 = World.get(h, PP, fx)
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tick_n(10) # platform slides right ~20px
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let x1 = World.get(h, PP, fx)
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print(bi(x1 > x0 + 10)) # 1 — the rider was carried right
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# ---- collectible -> score (with a working veto path) -------------------
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# a coin overlapping the hero; default policy adds value to Score.
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spawn Coin { Position { x: World.get(h, PP, fx), y: World.get(h, PP, fy) },
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Collider { w: 10, h: 10, is_trigger: 1 }, Pickup { kind: 0, value: 5 } }
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tick_n(2)
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print(bi(platformer_scaffolding_st.picked == 1)) # 1 — ItemPickedUp fired
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print(bi(Score.get(h) == 5)) # 1 — value scored
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# ---- spring launches the hero upward -----------------------------------
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let hx = World.get(h, PP, fx)
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let hy = World.get(h, PP, fy)
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spawn Bouncer { Position { x: hx, y: hy + 8 }, Collider { w: 16, h: 8, is_trigger: 1 }, Spring { power: 12 } }
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let vy_before = World.get(h, PB, World.field_id(PB, "vy"))
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tick_n(2)
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let vy_after = World.get(h, PB, World.field_id(PB, "vy"))
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print(bi((platformer_scaffolding_st.sprang >= 1) and (vy_after < 0))) # 1 — launched (vy negative = up)
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# ---- hazard damages a Life --------------------------------------------
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spawn Spike { Position { x: World.get(h, PP, fx), y: World.get(h, PP, fy) },
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Collider { w: 12, h: 12, is_trigger: 1 }, Hazard { dmg: 1, knockback: 6 } }
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tick_n(2)
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print(bi(platformer_scaffolding_st.hurt >= 1)) # 1 — Hurt fired
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let PLife = World.prop_id("Life")
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print(bi(World.get(h, PLife, World.field_id(PLife, "hp")) < 3)) # 1 — hp dropped
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quit()
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}
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}
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