`ludic help` ended with a section titled "contributing to the toolchain itself", listing bootstrap, reseed, docs-gen and release tasks. None of that is available to someone who installed the language — those tasks need the repository — so the shipped tool was advertising work its user cannot do, in a namespace they have to read past to find `new` and `run`. The tasks move to a second program, dev.ludic -> bin/ludic-dev, built from a checkout and excluded from every release artifact. `ludic` keeps the project and package commands and nothing else; `ludic dev …` now explains where the tasks went instead of failing as an unknown command. What this shook out: the two programs share prelude/build/project/pkg, so the helpers each had accreted in whichever file first needed them — cc(), ensure_ludicc, the string functions, title_case, cmd_version — moved to where both can see them. The argument-shift indirection added for the `dev` namespace is gone with the namespace, so commands read argv directly again. `ludic-dev test` asserts the split rather than trusting it: the staged install must build a project, and `ludic dev build` there must fail while naming ludic-dev. install.sh keeps building older tags, whose bootstrap goes through main.ludic. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
48 lines
1.5 KiB
Text
48 lines
1.5 KiB
Text
# scenes — one active scene at a time, each grouping handlers into layers behind
|
|
# an implicit active-scene register (see LANGUAGE.md §"Scenes & layers").
|
|
#
|
|
# Running it (feed a few keystrokes so the loop ticks) prints:
|
|
# 1000 1 101 102 2 3 900 201 900 202 900
|
|
# 1000 Boot (a global handler) runs once at Start
|
|
# 1 Title is `start`; its `on enter` fires at boot
|
|
# 101 frame 1 Update: only Title.Main.Tick runs (Play is not active)
|
|
# 102 frame 2 Update: Tick reaches 2 -> `become Play`…
|
|
# 2 3 …which runs Title's `on exit` then Play's `on enter`
|
|
# 900 Play renders the same frame it is entered (Hud.Draw)
|
|
# 201 900 frame 3: Play.World.Step, then Hud.Draw
|
|
# 202 900 frame 4: Step reaches 2 -> quit(); Hud.Draw paints the last frame
|
|
#
|
|
# bin/ludic-dev game-build bin/ludicc examples/lang/scenes.ludic /tmp/scenes
|
|
# printf 'aaaa' | /tmp/scenes
|
|
program SceneDemo {
|
|
var counter: int = 0
|
|
|
|
handler Boot phase Start { counter = 0; print(1000) }
|
|
|
|
scene Title start {
|
|
on enter { print(1) }
|
|
on exit { print(2) }
|
|
layer Main {
|
|
handler Tick phase Update {
|
|
counter += 1
|
|
print(100 + counter)
|
|
if counter >= 2 { become Play }
|
|
}
|
|
}
|
|
}
|
|
|
|
scene Play {
|
|
on enter { print(3); counter = 0 }
|
|
on exit { print(4) }
|
|
layer World {
|
|
handler Step phase Update {
|
|
counter += 1
|
|
print(200 + counter)
|
|
if counter >= 2 { quit() }
|
|
}
|
|
}
|
|
layer Hud {
|
|
handler Draw phase Render { print(900) }
|
|
}
|
|
}
|
|
}
|