ludic/examples/scenes.ludic
Orkuncakilkaya a3a1e4d160 Language: named colors, namespaced Screen/Input/Random/Map API, named args
An opinionated, game-facing surface for the language:
- Color.<Name>: 221 named colors resolved to 0xRRGGBB at compile time
  (selfhost/emit_color.ludic).
- Namespaced builtins Screen.* / Input.key / Random.* / Map.*, so calls read as
  subject.action; present() -> Screen.show(), clear -> Screen.clear,
  fill_rect -> Screen.fill_rectangle, etc.
- Named arguments, e.g. Screen.fill_rectangle(x:, y:, width:, height:, color:),
  reordered to the callee's parameters at emit time.
- machine/become can run over a named program-scope var, not just a register.
- Migrate examples off numeric registers to named vars; snake/menu/chronorift
  render byte-identical to the goldens and the bootstrap fixpoint is preserved.
- Regenerate the checked-in seed (selfhost/ludicc.seed.ll).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-29 16:05:55 +03:00

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# 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/x game-build bin/ludicc examples/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 = 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 = counter + 1
print(200 + counter)
if counter >= 2 { quit() }
}
}
layer Hud {
handler Draw phase Render { print(900) }
}
}
}