Cohesion audit found two keywords that are pure duplicates:
- `when c { }` produced a byte-identical S_IF to an else-less `if c { }`
(no distinguishing flag) — so it was a second spelling of the same node.
- `enter Name` produced identical codegen to `become Name`: it set an
`ival` flag that emit_become never reads.
Both removed from the parser. `if` already parses with an optional `else`, so
nothing is lost. examples/scenes.ludic (an uncompiled design sketch) and the
LANGUAGE.md scenes section now use `become Name` for scene transitions.
Vocabulary synced (ludic_syntax.h, TextMate grammar, LudicTokens.kt);
check-vocabulary clean. Reseeded (22148 lines); C-free fixpoint holds;
goldens identical; 17/17.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
38 lines
1.1 KiB
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38 lines
1.1 KiB
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# ⚠️ NOT YET IMPLEMENTED by the self-hosted compiler. `scene` / `layer` /
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# `on enter` / `on exit` have no parser support today, so this file does NOT
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# compile with build/ludicc — it is a design sketch of the intended syntax (see
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# LANGUAGE.md §"Scenes & layers"). It is deliberately excluded from test.sh.
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# Games that need scene-like states use a mode register + `machine` today, as
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# examples/chronorift does.
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program SceneDemo {
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const R_N: int = 0
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handler Boot phase Start { setreg(R_N, 0); print_int(1000) }
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scene Title start {
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on enter { print_int(1) }
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on exit { print_int(2) }
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layer Main {
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handler Tick phase Update {
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setreg(R_N, reg(R_N) + 1)
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print_int(100 + reg(R_N))
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if reg(R_N) >= 2 { become Play }
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}
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}
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}
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scene Play {
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on enter { print_int(3); setreg(R_N, 0) }
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on exit { print_int(4) }
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layer World {
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handler Step phase Update {
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setreg(R_N, reg(R_N) + 1)
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print_int(200 + reg(R_N))
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if reg(R_N) >= 2 { quit() }
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}
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}
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layer Hud {
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handler Draw phase Render { print_int(900) }
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}
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}
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}
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