Repository-cleanup / DX pass folding three tracker items into one coherent change, verified green end to end (`bin/x test` 49/0, `bin/x selfhost-test` 29/0, `bin/x test-tools` 29/0). #28 — curate & categorise examples/ - 42 flat entries regrouped into intent-revealing subdirs: games/, rendering/, ecs/, events/, networking/, lang/, library/ (was lib/). - chronorift dir-vs-file duplication resolved: the entry file and its import modules now live together under games/chronorift(.ludic). - Every path reference updated repo-wide (test runner, editor-tool drivers, docs/site, design docs). - New examples/README.md indexes the whole set with run commands. - Showcase examples without a self-asserting entry (hello, events, net_rt) now get a compile-only rot guard in `bin/x test`, so nothing here rots silently. #30 — text-diffable golden baseline - The 4 binary selfhost/golden/*.ppm blobs are replaced by a single selfhost/golden/renders.sha256 manifest (SHA-256 per render). Hashes are byte-identical to the old PPMs, so the baseline is unchanged — only its form. - game_case now compares framebuffer hashes; a regression shows as a changed hex line in review, not "binary files differ". - New `bin/x golden` regenerates the manifest deliberately (review with `git diff selfhost/golden/renders.sha256`). #27 — PPM & asset handling - Headless renders now write build/out.ppm, never the repo root; `x app`, `x clean`, messaging and .gitignore updated to match. Nothing is written to the working root any more. - Redundant local Kenney .zip archives removed (the art ships extracted; .gitignore already excludes *.zip). CC0 License.txt files retained. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
26 lines
1.2 KiB
Text
26 lines
1.2 KiB
Text
# prop_events.ludic — EV1 for properties: @Public promotes the structural
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# attach/detach hooks to public events, so a mod sees a property appear or vanish
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# on a live entity (the same shape works for @OnEnable/@OnDisable → enable/disable
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# events). This extends the public-event surface past models to properties —
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# "events for properties, models, scenes, layers" in the architecture.
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#
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# Running it prints: 300 400
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program PropEvents {
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property Tag { v: int = 0 }
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property Shield { amount: int = 0 }
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model Unit { Tag }
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@Public @OnAttach(Shield) handler Up { } # -> prop_Shield_attach
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@Public @OnDetach(Shield) handler Down { } # -> prop_Shield_detach
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@On(prop_Shield_attach) handler Gained { print(entity + 300) } # entity 0 -> 300
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@On(prop_Shield_detach) handler Lost { print(entity + 400) } # entity 0 -> 400
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handler Seed phase Start { spawn Unit { Tag { v: 1 } } } # entity 0
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handler Run phase Render {
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for (u) in query [Unit] { attach Shield on self() { amount: 5 } } # -> prop_Shield_attach -> 300
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for (s) in query [Shield] { detach Shield on self() } # -> prop_Shield_detach -> 400
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quit()
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}
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}
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