- `[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>
48 lines
1.5 KiB
Text
48 lines
1.5 KiB
Text
# scenes — one active scene at a time, each grouping handlers into layers behind
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# an implicit active-scene register (see LANGUAGE.md §"Scenes & layers").
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#
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# Running it (feed a few keystrokes so the loop ticks) prints:
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# 1000 1 101 102 2 3 900 201 900 202 900
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# 1000 Boot (a global handler) runs once at Start
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# 1 Title is `start`; its `on enter` fires at boot
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# 101 frame 1 Update: only Title.Main.Tick runs (Play is not active)
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# 102 frame 2 Update: Tick reaches 2 -> `become Play`…
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# 2 3 …which runs Title's `on exit` then Play's `on enter`
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# 900 Play renders the same frame it is entered (Hud.Draw)
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# 201 900 frame 3: Play.World.Step, then Hud.Draw
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# 202 900 frame 4: Step reaches 2 -> quit(); Hud.Draw paints the last frame
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#
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# bin/x game-build bin/ludicc examples/lang/scenes.ludic /tmp/scenes
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# printf 'aaaa' | /tmp/scenes
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program SceneDemo {
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var counter: int = 0
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handler Boot phase Start { counter = 0; print(1000) }
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scene Title start {
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on enter { print(1) }
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on exit { print(2) }
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layer Main {
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handler Tick phase Update {
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counter += 1
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print(100 + counter)
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if counter >= 2 { become Play }
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}
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}
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}
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scene Play {
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on enter { print(3); counter = 0 }
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on exit { print(4) }
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layer World {
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handler Step phase Update {
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counter += 1
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print(200 + counter)
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if counter >= 2 { quit() }
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}
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}
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layer Hud {
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handler Draw phase Render { print(900) }
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}
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}
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}
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