- runtime: HEADLESS_FRAME_PATH, STICK_DEADZONE / STICK_LEFT_X/Y, key and byte codes as char literals throughout (`k == 'w'`, `fill(rt_map, ' ', …)`) - ludic.gameplay/stats: drop the duplicate `stat_field` (it answered "atk" for every build stat); Stats.base uses stats_field_name - ludic.shooter: compare aim modes and fire patterns with AimMode.* and WeaponPattern.* instead of raw ints; STICK_RIGHT_X/Y - ludic.npcai: DecisionMade / brain_set_state use AiState.* - examples/games/menu.ludic uses Font.load / Ui.* with FONT_PATH and BACKDROP named; strings.ludic header says what it prints - whole tree: `x = x + 1` → `x += 1` (single-term right-hand sides only), `0 - x` → `-x`, ASCII codes → char literals; every .ludic and every ```ludic fence reformatted with the fixed formatter (whitespace only) Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
18 lines
803 B
Text
18 lines
803 B
Text
# program_events.ludic — EV1 for the program ("game") scope: @Public on @OnStart
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# and @OnQuit promotes them to program_start / program_quit events, so a mod runs
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# its own setup after the game boots and its own teardown as the game exits — the
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# top-level modding entry points (Blender's app handlers, Minetest's on_shutdown).
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#
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# Running it prints: 1 100 2 200
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program ProgramEvents {
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property Health { hp: int = 0 }
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model Dummy { Health }
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@Public @OnStart handler Boot { print(1) } # -> program_start
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@Public @OnQuit handler Bye { print(2) } # -> program_quit
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@On(program_start) handler ModInit { print(100) } # mod boots after the game
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@On(program_quit) handler ModDone { print(200) } # mod tears down as the game exits
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handler Run phase Update { quit() }
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}
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