game/module -> program, main -> entry, component -> property, archetype -> model, system -> handler. Done via a transitional self-hosting bootstrap: parser accepts both -> reseed -> compiler source moved to new keywords + parser tightened to new-only -> reseed (fixpoint holds). Old keywords now rejected. Token-safe corpus migration (tools/ludic-tools/rename_kw.c) leaves the LLVM @main/entry: labels in emit strings untouched; goldens byte-identical. Editor vocab (header/JetBrains/TextMate/emacs), check-docs wrapper, and doc fences updated; error string 'unknown component' -> 'unknown property'. test.sh 14/14, test-tools 28/0, check-vocabulary green. (Doc prose pass to follow.) Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
16 lines
998 B
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16 lines
998 B
Text
# ============================================================================
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# chronorift.ludic — a 2D windowed co-op JRPG written in Ludic (CC0 Kenney art)
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# Overworld + dungeon + random encounters + co-op turn battle + boss + save.
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# Compiles to a native macOS app: ludicc -> LLVM IR -> native binary. No C.
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#
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# This entry file is deliberately thin: the game is split across modules under
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# chronorift/, pulled in with `import`. Paths resolve relative to this file, and
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# each import is include-guarded so re-imports are free.
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# ============================================================================
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program ChronoRift {
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import "chronorift/world.ludic" # components, entity archetypes, constants
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import "chronorift/rules.ludic" # pure rules + map data (functions)
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import "chronorift/overworld.ludic" # boot, movement, encounters, shop
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import "chronorift/combat.ludic" # co-op turn battle state machine
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import "chronorift/draw.ludic" # the Render system
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}
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