ludic/docs/language/phases/phase-overlay.md
Orkuncakilkaya 647dfec334 feat(compiler): list literals, typed compound assignment, file:line diagnostics
- `[a, b, c]` list literals (E_LIST → emit_list); static_type learns
  slice-element, `new T`, list, string and literal kinds
- `x op= y` lowers through the same path as `x = x op y` (emit_bin_vals):
  fixed `*=`/`/=` use the Q16.16 64-bit paths, string `+=` concatenates,
  int→long widens; unary `-` keeps a fixed operand's type (arith_ty)
- one `unescape()` table for "strings", 'chars' and `interpolation`;
  `'\''`, `'\\'`, `'\"'` no longer read as 0; unterminated char literals
  and unexpected characters are errors instead of silently skipped
- every diagnostic is `file:line: error: msg` (g_parse_file / g_err_file,
  Node.file + Node.line set by node()); tok_desc() in expectation errors;
  duplicate `function` names and unknown `phase` names are reported in
  source terms (phase_id used to default unknown phases to Overlay)
- interpolation holes skip braces inside string literals
- hand-IR preludes move from the user `@fn_` prefix to `@lp_` so a user
  `is_ws` / `str_eq` / `path_join` no longer collides at link time
- `@ClearColor(expr)` accepts any constant expression; `Os.pid()` added
  (docs page + inventory); `str_starts()` in support/str
- main.ludic: `else if` flag ladder, char literals, stale script comments
- examples/lang/operators.ludic covers all of the above; os.ludic covers
  Os.pid; docs pages for Os.pid and the Overlay phase; ten changesets
- reseeded: selfhost/ludicc.seed.ll is the new compiler's own fixpoint

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-05 01:12:16 +03:00

1.4 KiB

id name category kind tokens sig tip order
phase-overlay Overlay phases phase Overlay phase Overlay The HUD pass — runs after Render and after every engine-owned drawing system. 6

Overlay runs after Render and after every engine-owned drawing system (sprites, lights, the scene's shows menu), so a handler … phase Overlay paints on top of the finished world: health bars, score, prompts, a boss bar. With @ClearColor the engine owns the clear and the present, so an Overlay handler only draws — no Screen.clear, no Screen.show. Like Render, it should read the world and never change it.

program OverlayExample {
  property Position { column: int = 0, row: int = 0 }
  model Player { Position }

  const TILE_SIZE: int = 16
  var score: int = 0

  handler PlacePlayer phase Start {
    spawn Player { Position { column: 5, row: 6 } }
  }

  @ClearColor(Color.MidnightBlue)
  handler DrawWorld phase Render {
    for (current_position) in query [Position, {Player}] {
      Screen.fill_rectangle(
        x: current_position.column * TILE_SIZE,
        y: current_position.row * TILE_SIZE,
        width: TILE_SIZE, height: TILE_SIZE, color: Color.LimeGreen)
    }
  }

  handler DrawHud phase Overlay {
    Screen.draw_text(x: 6, y: 4, text: "SCORE", color: Color.White, scale: 1)
    Screen.draw_number(x: 52, y: 4, value: score, color: Color.Gold, scale: 1)
  }
}