One `print` instead of two C-style names: `print(x)` writes an int OR a string followed by a newline, dispatching on the operand type (int -> %d, string -> %s). `print(int)` emits byte-identically to the old print_int, so every existing call and every smoke-test output is unchanged. print_str was only ever the raw IR-to-stdout dump in ir_flush (no newline), which is not "printing a line" — so it now uses file_write to a new file_stdout() stream, keeping the emitted IR byte-for-byte identical. That frees `print` to have consistent always-newline semantics. Two reseeds: (A) add print + str + file_stdout keeping the intrinsics; (B) migrate the 61 print_int calls to print, ir_flush to file_write(file_stdout()), and delete print_int/print_str (+ the now-dead @.fmt_str). str(x) (the interpolation converter from 7d) is now also a documented standalone builtin. Vocabulary: print/str/file_stdout in, print_int/print_str out (ludic_syntax.h, grammar, LudicTokens.kt). LANGUAGE.md updated. Reseeded (22551 lines); C-free fixpoint holds; goldens identical; 18/18; vocab + doc-fences clean. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
789 lines
33 KiB
Markdown
789 lines
33 KiB
Markdown
# The Ludic Language — Reference
|
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|
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This documents the Ludic language **as actually implemented** by
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`compiler/ludicc.c`. Ludic is an AI-first, statically-typed, ahead-of-time
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compiled language for games: an ECS is built into the language, and programs
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compile straight to machine code.
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||
|
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```
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program.ludic ──ludicc──▶ program.ll ──▶ program.o ──▶ native exe / shared lib (LLVM IR; no C)
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```
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`ludicc` lowers Ludic to **LLVM IR itself** and links the result — see
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[COMPILING.md](COMPILING.md) for the pipeline, `module`/`export`, and
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cross-targets. There is one backend: no C is generated, compiled or linked at
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any point, and the runtime a program calls is itself written in Ludic.
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## Program structure
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A program is one `program` block containing declarations:
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```ludic
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# doc-check: skip — illustrative: elided import list
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program Name {
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import ... # pull declarations in from another file
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property ... # a record of typed fields — a per-entity component, or a
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# plain `new`-allocated record; its use decides which
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model ... # a named entity KIND (bundle of properties)
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const ... # compile-time constants
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fn ... # functions
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extern fn ... # bind a C library symbol (FFI)
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handler ... # behavior, grouped into phases
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}
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```
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## Multi-file programs (`import`)
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```ludic
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# doc-check: skip — paths resolve only inside the repo
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program ChronoRift {
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import "chronorift/world.ludic" # path is relative to THIS file
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import "chronorift/combat.ludic"
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}
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```
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An imported file is a **fragment**: bare declarations, no `program` wrapper. Its
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declarations are spliced into the importing program. Imports may appear inside
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the `program` block or before it, they may nest (a fragment may import fragments),
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and each resolved path is **include-guarded**, so importing the same file twice
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(even via different chains) pulls it in once. Diagnostics report the true file:
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```
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error: line 1: unknown type 'nope' for field Pos.x
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chronorift/world.ludic:1 | property Pos { x: nope = 0 }
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```
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## Models (entity kinds)
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An `model` names a *kind* of entity and the fixed set of properties it
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carries. It replaces the empty "tag property" idiom: identity is stored as one
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integer per entity, not a parallel boolean array.
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```ludic
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# doc-check: skip — composite: declarations and statements together
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property Pos { x: int = 0, y: int = 0 }
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property Stats { hp: int = 10 }
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model Player { Pos, Stats } # Player IS a kind, not a property
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model Enemy { Pos, Stats }
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spawn Player { Pos { x: 5 } } # attaches every listed property
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# (seeding field defaults), then overrides
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for (p, s) in query [Pos, Stats, {Player}] { ... } # {Player} filters by kind
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```
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Use `{Name}` (tag position) to filter a query by model — an model can't
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be *bound* to a variable since it has no fields of its own. Entity kind is part
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of the saved snapshot.
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## Text, fonts & images
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The 5×7 bitmap `text` stays for zero-asset programs. For real typography, load a
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TrueType font and draw UTF-8:
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```ludic
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let f = font_load("/Handler/Library/Fonts/Supplemental/Arial.ttf")
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text_ttf(f, 20, 20, "Héllo — Καλημέρα — Привет", 0xffffff, 28) # anti-aliased
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let w = text_w(f, "measure me", 28) # pixel width
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```
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The runtime ships a from-scratch TrueType engine (sfnt tables, cmap 0/4/6/12,
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simple + composite `glyf` outlines, quadratic Béziers, supersampled AA) and a
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glyph cache — no external font library. Arbitrary-size PNGs load as images:
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```ludic
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let panel = image_load("assets/ui/panel.png")
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draw_9slice(panel, x, y, w, h, 10) # stretch edges/center, keep 10px corners
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draw_image_scaled(icon, x, y, 32, 32)
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```
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## Retained UI (`ui`)
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UI is declared as **data** — a widget tree. The engine owns layout (stacked
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panels with padding / gap / alignment / grow), drawing (9-slice skins, images,
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TrueType text, focus highlight) and keyboard focus + activation.
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```ludic
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ui MainMenu {
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panel id: Root w: 288 pad: 16 gap: 6 skin: "assets/ui/panel.png" inset: 10 align: center {
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label text: "CHRONO RIFT" font: reg(R_FONT) size: 26 fg: 0xffe060 align: center
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button id: NewGame text: "New Game" font: reg(R_FONT) size: 16 w: 236
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button id: Quit text: "Quit" font: reg(R_FONT) size: 16 w: 236
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}
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}
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```
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Widget types: `panel` (container + optional skin/bg/border), `col` / `row`
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(pure stacks), `label`, `button` (focusable), `image`, `spacer`. Props are
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evaluated at build time, so `font: reg(R_FONT)` reads a value the program set first.
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Each `id: Name` mints a `UI_Name` handle (the `ui` block name too), used from
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handlers:
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```ludic
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handler Boot phase Start {
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set_reg(R_FONT, font_load("…Arial.ttf"))
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ui_build() # construct the tree (loads skins/images)
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ui_open(UI_MainMenu) # make it active, focus the first button
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}
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handler Nav phase Update {
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ui_tick(key()) # w/s move focus, space/enter activate
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if ui_clicked(UI_Quit) { quit() }
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ui_set_int(UI_HpLabel, hp) # poke dynamic values by id
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}
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handler Draw phase Render { clear(0x0e0e16); ui_render(); present() }
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```
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See `examples/menu.ludic` for a complete title screen.
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## Types
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| Type | Meaning | LLVM IR type |
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|------|---------|--------------|
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| `int` | 32-bit integer | `i32` |
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| `fixed` | Q16.16 fixed-point | `i32` |
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| `bool` | boolean | `i32` |
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| `entity` | entity handle | `i32` |
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| `str` | string literal | `ptr` |
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| `ptr` | raw address (runtime/FFI) | `ptr` |
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Numeric literals: `42` and `0x1affff` are `int`; a literal with a decimal
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point (`1.5`) is `fixed`. Arithmetic on two `fixed` values lowers to
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`fxmul`/`fxdiv`; mixing `int` and `fixed` promotes the `int`. Convert with
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`fx(i)` (int→fixed) and `flr(f)` (fixed→int).
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## Properties, entities, queries
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```ludic
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# doc-check: skip — composite: declarations and statements together
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property Pos { x: int = 0, y: int = 0 } # typed fields with defaults
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property Player { } # a tag (no fields)
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spawn Hero { # create an entity
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Pos { x: 10, y: 5 }
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Player { }
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}
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despawn self() # remove the current entity
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# iterate every entity that has all listed properties:
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for (p) in query [Pos, {Player}] { p.x = p.x + 1 } # {Tag} filters, doesn't bind
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for (a, b) in query [Pos, Vel] where a.x > 0 { ... } # one var per non-tag term
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```
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Entities are integer handles; property storage and slot reuse are generated per
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program. `self()` yields the entity of the innermost `query` loop.
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## Handlers & phases
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```ludic
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@Queries(these: [Pos, Vel]) # the entities this handler operates on
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@Writes(Pos) # declared data access (parsed and reserved; not
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@Reads(Vel) # yet consumed by any analysis pass)
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handler Move @deterministic phase FixedUpdate
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{ Pos.x = Pos.x + Vel.dx }
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```
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Phases run in this order every frame: **`Start`** (once at boot), then each
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frame **`Input` → `FixedUpdate` → `Update` → `LateUpdate` → `Render`**.
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`@edge` in front of a `handler` marks one that touches the outside world.
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Everything a handler declares beyond its `phase` is an `@annotation` — the
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handler's query, its data access, and its modifiers all use one uniform channel
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rather than a mix of prefix keywords and signature clauses. `@export fn …`
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(a C-ABI-exported function), `@edge handler …`, `@deterministic`, `@pure`,
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`@Reads(...)`, `@Writes(...)`. (`@export` sets the export flag; the others parse
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but have no codegen effect in the self-hosted compiler yet.)
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### Declaring a handler's query (`@Queries`)
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`@Queries` declares the entities a handler works on. The body then runs **once
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per matching entity**, with each property bound by its own name and `self()`
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giving that entity — the query header lifts out of the body into an annotation:
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```ludic
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# doc-check: skip — illustrative handler
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@Queries(these: [Battle{hp <= 0}, Pos], on: Enemy)
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handler CleanBattle phase LateUpdate { despawn self() }
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```
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is the same program as
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```ludic
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handler CleanBattle phase LateUpdate {
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for (Battle, Pos) in query [Battle, Pos, {Enemy}] where Battle.hp <= 0 { despawn self() }
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}
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```
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`these:` lists the bound properties; a `Prop{constraint}` qualifies its bare
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field names to that property (`Battle{hp <= 0}` → `Battle.hp <= 0`). `on: Model`
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adds a `{Model}` kind filter. A handler with no `@Queries` runs once per tick.
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For a constraint that spans two properties (`Pos.x > Vel.dx`), or several kind
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filters, write the loop out with an inline `for (…) in query […] where …`
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instead — `@Queries` covers the common per-property case.
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### Conditions
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A query selects on more than *which* properties an entity has. `where` is an
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ordinary expression evaluated with the bindings in scope, so entities can be
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matched on their field values:
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```ludic
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# doc-check: skip — illustrative @Queries constraint
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@Queries(these: [Battle{hp <= 0}, Stats{level > 3}])
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```
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The same `where` works on an inline `for (…) in query […]`; in `@Queries` the
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equivalent is a per-property `Prop{constraint}`.
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A constraint is evaluated **per candidate entity**, so it is the wrong place for
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a guard that concerns the whole handler (re-reading `reg(R_MODE)` for every
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entity). Keep whole-handler guards in the body of a handler with no `@Queries`,
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wrapping an inline query — as `CleanBattle` does in
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`examples/chronorift/combat.ludic`.
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### Matching is lazy, not snapshotted
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Both forms iterate entities by id and re-check the match as they reach each one;
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there is no per-tick array of matched entities. Consequences worth knowing:
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* `despawn` of the current entity, or of one already visited, is safe.
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* An entity **spawned during the loop at a higher id is visited in the same
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tick**. Spawn into a later phase if you don't want that.
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## Annotations
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Declarations carry `@annotations` in front of them — `@export`, `@edge`, `@pure`,
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`@deterministic` — one uniform channel rather than a set of prefix keywords. Two
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annotations replace a clause with a decorator.
|
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**`@Queries` — a handler's query as a decorator.** Instead of the `query (v) […]`
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clause, a handler annotates its query, with each property's constraints written
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inline and the model given as `on:`:
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||
|
||
```ludic
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# doc-check: skip — composite: a handler plus its property/model declarations
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property Transform { x: int = 0, scale: int = 1 }
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property Velocity { dx: int = 0, dy: int = 0 }
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model Actor { Transform, Velocity }
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||
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@Queries(these: [Transform{scale > 0}, Velocity{dx > 0 or dy > 0}], on: Actor)
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handler Move phase Update {
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Transform.x = Transform.x + Velocity.dx # each property is bound by its name
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}
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```
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||
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It desugars to the ordinary loop
|
||
|
||
```ludic
|
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# doc-check: skip — the desugaring of the @Queries above
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for (Transform, Velocity) in query [Transform, Velocity, {Actor}]
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where Transform.scale > 0 and (Velocity.dx > 0 or Velocity.dy > 0) { … }
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||
```
|
||
|
||
— each listed property becomes a binding **named after itself**, a
|
||
`Prop{constraint}` block reads its bare names as fields of `Prop`, and `on: Model`
|
||
adds a `{Model}` tag filter. The body runs once per matching entity.
|
||
|
||
**`@Computed` — a derived field.** A property field marked `@Computed` is **not
|
||
stored**; `x.field` expands inline to its expression with the bare names read as
|
||
fields of `x`. It reads like a field but costs nothing at runtime — no getter, no
|
||
storage — so it doesn't reattach behavior to data:
|
||
|
||
```ludic
|
||
# doc-check: skip — a property with a derived field
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||
property Velocity {
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||
dx: int = 0
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dy: int = 0
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||
@Computed speed2: int = dx * dx + dy * dy # v.speed2 == v.dx*v.dx + v.dy*v.dy
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||
}
|
||
```
|
||
|
||
**Lifecycle hooks.** A game's timeline has fixed moments, and each is a handler
|
||
annotation. They fire in this order and each reduces to ordinary code, so the
|
||
data stays plain and behaviour stays in handlers:
|
||
|
||
```
|
||
boot ── @OnStart ─▶ spawn ── @OnAttach(P), @OnSpawn(M) ─▶ … ── @OnDespawn(M) ─▶ quit ── @OnQuit
|
||
```
|
||
|
||
- **`@OnStart` / `@OnQuit`** — the *program*. `@OnStart` runs once at boot (it is
|
||
the `Start` phase); `@OnQuit` runs once at shutdown, after the frame loop stops
|
||
and before the process exits — the place to `save()` or clean up.
|
||
- **`@OnSpawn(Model)` / `@OnDespawn(Model)`** — an *entity*. Both bind the model's
|
||
properties by name; `@OnSpawn` is a constructor, `@OnDespawn` a destructor.
|
||
Despawn doesn't statically know an entity's model, so despawn hooks compile to
|
||
functions dispatched on the entity's kind.
|
||
- **`@OnAttach(Property)`** — a *property*, fired each time that property is
|
||
attached to an entity (once its fields are seeded), with the property bound by
|
||
name.
|
||
|
||
```ludic
|
||
# doc-check: skip — lifecycle hooks
|
||
@OnStart handler Boot { seed(1) }
|
||
@OnSpawn(Enemy) handler Init { Health.hp = Health.max } # constructor
|
||
@OnDespawn(Enemy) handler Clean { drop_loot(Health.hp) } # destructor
|
||
@OnAttach(Sprite) handler Load { Sprite.id = image_load("goblin.png") }
|
||
@OnQuit handler Save { save() } # once, at shutdown
|
||
```
|
||
|
||
**Enable / disable.** `enable` and `disable` are statements that flip something on
|
||
or off without destroying it. There are three scopes:
|
||
|
||
- **`disable P on e` / `enable P on e`** — one *property* on one entity. Disabling
|
||
clears the entity's has-flag, so queries stop matching it, but the field values
|
||
stay in storage — a later `enable` restores them untouched. `@OnDisable(P)` and
|
||
`@OnEnable(P)` are handler annotations that run at the toggle point with the
|
||
property bound by name (like a one-entity `@OnSpawn`).
|
||
- **`disable Model` / `enable Model`** — a whole *model*. Its entities drop out of
|
||
every query while disabled; the entities and their data are left alone.
|
||
- **`disable Handler` / `enable Handler`** — a *handler*. It stops being called
|
||
each phase while disabled, and resumes on `enable`.
|
||
|
||
Each toggle is one global flag flip (or one has-flag store), so nothing is copied
|
||
or freed — enable/disable is cheap and fully reversible.
|
||
|
||
```ludic
|
||
# doc-check: skip — enable/disable
|
||
@OnDisable(Shield) handler Down { play("shield_break.wav") }
|
||
@OnEnable(Shield) handler Up { play("shield_up.wav") }
|
||
|
||
disable Shield on self() # this entity loses its shield; data kept for later
|
||
enable Shield on self() # shield back, amount unchanged
|
||
disable Gravity # a whole model sits out every query
|
||
disable AiThink # a handler stops running each phase
|
||
```
|
||
|
||
See [`examples/toggle.ludic`](examples/toggle.ludic) for all three scopes in one
|
||
frame. Still to come: **`@OnDetach`** (the paired hook for a property leaving,
|
||
needing the same per-property runtime dispatch as despawn).
|
||
|
||
**`@Handles` — the handlers a program drives.** Written in front of the
|
||
`program`, `@Handles(Move)` names the handlers it uses. It parses and reads as
|
||
documentation; every declared handler still runs (registration is implicit).
|
||
|
||
See [`examples/annotations.ludic`](examples/annotations.ludic) (queries, computed
|
||
fields, one hook) and [`examples/lifecycle.ludic`](examples/lifecycle.ludic) (the
|
||
whole timeline), plus [`examples/toggle.ludic`](examples/toggle.ludic)
|
||
(enable/disable). Still to come: **scene** hooks (`@OnEnter`/`@OnExit`), which
|
||
wait on `scene` support landing in the compiler.
|
||
|
||
## Records (`property`), arrays and slices
|
||
|
||
There is one record keyword, `property` — a named set of typed fields with
|
||
defaults. How a property is *stored* follows from how it is *used*, so the same
|
||
declaration covers both ECS components and the plain records a program keeps
|
||
outside the ECS:
|
||
|
||
- listed in a `model` (or attached by `spawn`) → a **component**, stored in the
|
||
engine's per-entity arrays and bound in queries;
|
||
- constructed with **`new`** → a **heap record**, addressed by a pointer.
|
||
|
||
A program that only declares `property` records and functions — never a `model`
|
||
or `handler` — is not an ECS program at all: it gets no entity storage or
|
||
runtime, just the record layouts and `new`. (This is exactly how the Ludic
|
||
compiler is written in itself.)
|
||
|
||
```ludic
|
||
property Tok { kind: int = 0, line: int = 0, next: Tok }
|
||
|
||
handler Lex phase Update {
|
||
let t = new Tok # allocates; every field seeded from its default
|
||
t.kind = 1
|
||
}
|
||
```
|
||
|
||
A `new` record has **reference semantics**: the value is a pointer to the
|
||
object, so assigning or passing one shares it rather than copying.
|
||
|
||
```ludic
|
||
property Tok { kind: int = 0, line: int = 0, next: Tok }
|
||
|
||
fn bump(t: Tok) -> void { t.kind = t.kind + 1 }
|
||
|
||
handler Share phase Update {
|
||
let a = new Tok
|
||
let b = a # b and a are the SAME object
|
||
b.kind = 9
|
||
print(a.kind) # 9
|
||
bump(a) # the mutation is visible to the caller
|
||
print(a.kind) # 10
|
||
}
|
||
```
|
||
|
||
Fields chain, so a record can refer to its own type and be walked without
|
||
temporaries — which is what an AST or a linked list needs:
|
||
|
||
```ludic
|
||
handler Walk phase Update {
|
||
let a = new Tok
|
||
let b = new Tok
|
||
a.next = b
|
||
print(a.next.kind)
|
||
a.next.kind = 42 # chains on the left of an assignment too
|
||
}
|
||
```
|
||
|
||
Two array forms. `[]T` is the growable slice (below) and is implemented. `[T; N]`
|
||
is a **fixed array** — stored inline and zeroed — and is a design target: the
|
||
self-hosted compiler's `ptype` parses `[]T` but **not** `[T; N]` yet, so the
|
||
snippet below does not compile today. Programs use `[]T` slices for now.
|
||
|
||
```ludic
|
||
# doc-check: skip — [T; N] fixed arrays are not yet implemented (design target)
|
||
var table: [int; 8] # module-level storage
|
||
handler S phase Update {
|
||
let buf: [int; 4] # a local; no initializer needed
|
||
buf[0] = 10
|
||
table[2] = buf[0]
|
||
}
|
||
```
|
||
|
||
`[]T` is a **growable slice** — a pointer to a header holding data, length and
|
||
capacity. `push` appends, doubling the storage when it is full; because the
|
||
header never moves, an append is visible to everything holding that slice.
|
||
|
||
```ludic
|
||
handler Collect phase Update {
|
||
let toks = new []Tok
|
||
push(toks, new Tok)
|
||
for i in 0 .. len(toks) { print(toks[i].kind) }
|
||
}
|
||
```
|
||
|
||
Indexing works as both a value and an assignment target, and composes with
|
||
fields: `toks[i].kind = T_ID` is a single address computation.
|
||
|
||
## Functions & FFI
|
||
|
||
```ludic
|
||
fn heal(amount: int) -> int { return amount * 2 }
|
||
|
||
extern fn c_hypot(a: fixed, b: fixed) -> fixed = "hypot_fx" # bind a C symbol
|
||
```
|
||
`extern fn … = "symbol"` declares a foreign function and binds it to a symbol
|
||
resolved at link time; pass `-L`/`-l` to ludicc to link its library. This is how
|
||
Ludic calls anything with a C ABI — including a shared library built from
|
||
another `.ludic` file (see `examples/lib/`).
|
||
|
||
## Statements
|
||
|
||
`let x = expr` / `var x = expr` · `x = expr` (`+= -= *= /=`) · `if cond { }` /
|
||
`if/else` (the `else` is optional) · `while cond { }` · `for i in a .. b { }`
|
||
(numeric range) · `for (…) in query […] { }` · `break` · `continue` · `return` ·
|
||
`spawn` · `despawn` · `enable` / `disable` (a property `on e`, a model, or a
|
||
handler) · `match` · `machine`.
|
||
|
||
### Bindings: `let`, `var`, `const`
|
||
|
||
A binding's keyword states whether it can be reassigned, the way Rust and Swift
|
||
use them — not its scope (position decides that: inside a body it is a local,
|
||
at the top level it is module state).
|
||
|
||
- **`let x = e`** — an *immutable* binding. `x = …` afterward is a compile error
|
||
(`cannot assign to immutable 'x'`). Reach for `let` by default.
|
||
- **`var x = e`** — a *mutable* binding: `x`, `x += 1`, … reassign it. Use it for
|
||
loop accumulators and anything that genuinely changes.
|
||
- **`const NAME = e`** — a compile-time constant (folded, no storage).
|
||
|
||
Immutability is of the **binding**, not the object. A `let` that holds a record
|
||
or slice still lets you mutate *through* it — the reference itself just cannot be
|
||
repointed:
|
||
|
||
```ludic
|
||
# doc-check: skip — illustrative bindings
|
||
let n = new Node # immutable binding…
|
||
n.kind = 1 # …but mutation through it is fine
|
||
n = new Node # ERROR: cannot assign to immutable 'n'
|
||
|
||
var total = 0
|
||
for i in 0 .. 10 { total += i } # a var is the right tool for an accumulator
|
||
```
|
||
|
||
**Statements are separated by a newline or `;`** (both lex to the same separator
|
||
token). Two statements may not sit adjacent with only spaces between them — the
|
||
compiler reports `expected newline or ';' between statements`. Write one
|
||
statement per line, or, to pack several onto a line, separate them with `;`:
|
||
|
||
```ludic
|
||
# doc-check: skip — a bare statement block, not a whole declaration
|
||
let x = 1
|
||
x = x + 1 # one per line, the usual form
|
||
let y = 1; y = y + 1 # or `;`-separated on one line
|
||
```
|
||
|
||
`break` and `continue` apply to the innermost enclosing loop, and work in all
|
||
three loop forms — `while`, the numeric `for`, and the ECS query loop, where
|
||
`continue` advances to the next matching entity. Using either outside a loop is
|
||
a compile error.
|
||
|
||
## Pattern matching & state machines
|
||
|
||
`match` replaces `if`-ladders on one value. Arms list one or more literal
|
||
patterns (or `_` for the default) and a body:
|
||
|
||
```ludic
|
||
match tile {
|
||
'T', '#' => return SPR_TREE # multiple patterns per arm
|
||
'D' => return SPR_DOOR
|
||
_ => return SPR_GRASS # optional default
|
||
}
|
||
```
|
||
|
||
`machine` turns a register into an explicit state machine: it dispatches on the
|
||
register's value to the matching `state`, and `become` transitions to a named
|
||
state (no more `if phase == N` chains). See the co-op battle in
|
||
`examples/chronorift/combat.ludic`:
|
||
|
||
```ludic
|
||
# doc-check: skip — illustrative: elided bodies
|
||
machine R_PHASE {
|
||
state KnightMenu { … if is_confirm(k) { …attack… become KnightResolve } }
|
||
state KnightResolve { … become MageMenu }
|
||
state EnemyTurn { … become KnightMenu }
|
||
}
|
||
```
|
||
|
||
States **number themselves by declaration order** (`KnightMenu` is `0`,
|
||
`KnightResolve` is `1`, …) — no magic constants. (An explicit `state Name = expr`
|
||
is still accepted when a state needs a specific value.) A `machine <reg>` reads
|
||
`reg(<reg>)` to pick the state; `become Name` compiles to `set_reg(<reg>, <Name's
|
||
value>)`. Both lower to plain branches (and `match` runs on the native LLVM
|
||
backend too).
|
||
|
||
## Enums
|
||
|
||
`enum` names a set of related integer values so a magic-number space — a menu
|
||
selection, a mode, a machine state — reads as names instead of literals:
|
||
|
||
```ludic
|
||
# doc-check: skip — composite: a declaration plus its uses
|
||
enum Action { Attack, Guard, Item, Flee } # Attack = 0, Guard = 1, …
|
||
|
||
match reg(R_CUR) { Action.Attack => attack() Action.Guard => guard() _ => wait() }
|
||
if reg(R_MODE) == Mode.Battle { … }
|
||
```
|
||
|
||
A variant is a **compile-time `int`** accessed as `Enum.Variant` (`Action.Guard`
|
||
is `1`), numbered from `0` by declaration order, so it works anywhere an int does
|
||
— `match` patterns, comparisons, `set_reg`. Enums are a naming layer over `int`:
|
||
there is no distinct enum runtime type yet, so an enum value lives in an ordinary
|
||
`int` or register (and is saved with it). See `examples/chronorift/combat.ludic`,
|
||
whose battle menus dispatch on `KnightAct`/`MageAct` instead of `0..3`.
|
||
|
||
## Expressions
|
||
|
||
Precedence (high to low): `postfix(. [] ()) → unary(- ~ not) →
|
||
* / % << >> & → + - | ^ → compar(< <= > >= == !=) → and → or`.
|
||
The bitwise operators bind **tighter than comparison** (Go-style), so
|
||
`flags & MASK == 0` means `(flags & MASK) == 0` — no parentheses needed.
|
||
|
||
Operators are built-in only (no overloading). The boolean operators are spelled
|
||
**`and` / `or` / `not`**; `&&` and `||` are not Ludic operators, and a bare `!` is
|
||
rejected with a diagnostic naming the fix (`!=` is unaffected). Bitwise operators
|
||
are **`& | ^ << >> ~`** (`>>` is a logical/unsigned shift).
|
||
|
||
**Strings are values.** `a + b` concatenates two strings, and `a == b` / `a != b`
|
||
compare them **by content** (not by pointer). `"go" + dir == "goleft"` works as
|
||
written. (Under the hood these call a small emitted string runtime; a `==`/`!=`
|
||
against `null` is still a pointer test.)
|
||
|
||
**Interpolation is the readable way to build them.** A backtick string
|
||
`` `text {expr} text` `` embeds any expression in `{…}` — numbers, bools and
|
||
`fixed` values become text automatically, strings pass through — and desugars to
|
||
the `+` chain above:
|
||
|
||
```ludic
|
||
# doc-check: skip — illustrative interpolation
|
||
let msg = `hello {name}, you have {count + 1} messages`
|
||
# == "hello " + name + ", you have " + str(count + 1) + " messages"
|
||
```
|
||
|
||
`str(x)` is the same conversion on its own. Write a literal brace as `{{` / `}}`.
|
||
`expr with { field: … }`
|
||
is not implemented; records appear only in `spawn`. Char literals (`'w'`) are
|
||
`int` code points; colors are hex ints (`0xff8800`). `null` is the null-pointer
|
||
literal; test any pointer/record/slice with `x == null` / `x != null` (an unset
|
||
`Node`/`ptr` field reads back as `null`).
|
||
|
||
## Builtins (the standard library / runtime surface)
|
||
|
||
```
|
||
# math min max abs clamp (int)
|
||
# rng seed(i) rng_range(lo,hi)->int rng_chance(pct)->bool (deterministic)
|
||
# fixed fx(i)->fixed flr(f)->int
|
||
# tilemap map_size(w,h) map_row(y,str) tile(x,y)->int
|
||
# 2D draw clear(color) fill_rect(x,y,w,h,color) frame_rect(...) put_px(x,y,color)
|
||
# draw_sprite(id,x,y) draw_sprite_scaled(id,x,y,scale) present()
|
||
# text text(x,y,str,color,scale) text_int(x,y,n,color,scale) (5x7 bitmap)
|
||
# fonts font_load(path)->id (TrueType .ttf/.ttc)
|
||
# text_ttf(font,x,y,utf8,color,px) text_w(font,utf8,px)->int text_h(font,px)->int
|
||
# images image_load(path)->id draw_image(id,x,y) draw_image_scaled(id,x,y,w,h)
|
||
# draw_9slice(id,x,y,w,h,inset)
|
||
# UI ui_build() ui_open(id) ui_tick(key) ui_render()
|
||
# ui_clicked(id)->bool ui_set_text(id,str) ui_set_int(id,n)
|
||
# ui_focus(id) ui_focused()->int ui_visible(id,bool)
|
||
# assets png_load(path)->id (decodes a PNG; returns a 16x16 sprite id)
|
||
# input key()->int (current frame's key code, 0 if none)
|
||
# state reg(i)->int set_reg(i,v) (64 integer resources shared by handlers)
|
||
# entity self()->entity
|
||
# save save() load()->bool (binary snapshot of the whole ECS World)
|
||
# control quit() print(x) (a value + newline)
|
||
# convert str(x) -> str (int/bool/fixed -> text)
|
||
# process os_argc()->int os_arg(i)->str (the command line; argv[0] included)
|
||
# file_stderr()->ptr (a handle for file_write, off stdout)
|
||
```
|
||
|
||
## Tooling
|
||
|
||
```bash
|
||
ludicc app.ludic -o build/app # native binary (windowed for a game)
|
||
ludicc app.ludic --headless -o app # headless build (renders out.ppm; reads stdin)
|
||
ludicc app.ludic --emit-llvm -o app.ll # stop at LLVM IR
|
||
ludic app.ludic # compile AND run (forwards the exit code)
|
||
```
|
||
|
||
`ludicc` (compile) and `ludic` (compile-and-run) are one multi-call binary built
|
||
by `./build-cli.sh`. **[COMPILING.md](COMPILING.md) is the authoritative CLI
|
||
reference** — the full flag set (`-o`, `--windowed`, `--headless`, `--emit-llvm`,
|
||
`--save-temps`, `--run`), the `LUDIC_HOME` / `LUDIC_CC` environment variables,
|
||
and the IR-to-stdout bootstrap contract (no `-o`, invoked as `ludicc`) that
|
||
`build.sh` / `reseed.sh` rely on. The default mode is auto: a file with `handler`s
|
||
links windowed, otherwise headless; an explicit flag always wins.
|
||
|
||
The retired C driver's `--shared`, `--fmt`, `-c`, cross-compile (`--target`) and
|
||
wasm modes are **not** on the self-hosted toolchain (see "Not yet implemented").
|
||
Source formatting now lives in the standalone `build/ludic-fmt` (below), not a
|
||
compiler flag.
|
||
|
||
The self-hosted compiler is intentionally permissive: it has no separate
|
||
validation pass yet, so unknown types lower to `ptr` and call arity is not
|
||
checked. Diagnostics are limited to parse-level errors
|
||
(`ludicc(self): parse error: …`); richer static checks (unknown identifiers,
|
||
duplicate types, unknown fields, arity) are future work.
|
||
|
||
### Editors
|
||
|
||
```bash
|
||
./tools/build-tools.sh # -> build/ludic-fmt, build/ludic-lsp
|
||
build/ludic-fmt -w src/ # format in place (keeps comments)
|
||
build/ludic-fmt --check . # CI: exit 1 if anything is unformatted
|
||
build/ludic-lsp --stdio # the language server, for any editor
|
||
```
|
||
|
||
`ludic-fmt` is the source formatter: it works on tokens, so comments and blank
|
||
lines survive and no file is ever rewritten into another. `ludic-lsp` speaks
|
||
LSP 3.17 and supplies completion, diagnostics, hover, go-to-definition,
|
||
find-usages, rename, formatting, outlines, folding and inlay hints — the same
|
||
binary for every editor. Both also understand ```` ```ludic ```` fences inside
|
||
Markdown, so documentation gets the same highlighting and checking as source.
|
||
|
||
Plugins for VS Code and JetBrains IDEs, plus configuration for Neovim, Helix,
|
||
Emacs, Sublime and Zed, are in `tools/editors/` — see
|
||
[tools/editors/README.md](tools/editors/README.md).
|
||
|
||
## Working programs
|
||
|
||
- `examples/chronorift.ludic` — a co-op JRPG (overworld, dungeon, boss, shop,
|
||
save) using CC0 Kenney sprites. Split across `chronorift/*.ludic` via `import`,
|
||
built on models.
|
||
- `examples/menu.ludic` — a retained-UI title screen (9-slice panel, TrueType
|
||
labels, focusable buttons).
|
||
- `examples/snake.ludic` — Snake, no assets — same compiler, proving generality.
|
||
|
||
```bash
|
||
./build.sh examples/snake.ludic && ./build/snake
|
||
```
|
||
|
||
## Not yet implemented
|
||
|
||
Units on quantities (`9.8 m/s^2`), `with` record-update expressions, a bytecode
|
||
VM + hot-reload, and the live agent bridge — these appear in the design docs but
|
||
are future work.
|
||
|
||
- **`scene` / `layer` / `on enter` / `on exit`** — the state-machine-over-scenes
|
||
sugar is documented above but not parsed by the self-hosted compiler yet.
|
||
- **`reads` / `writes` clauses** — parsed and reserved on the handler node, but no
|
||
analysis pass consumes them.
|
||
- **`[T; N]` fixed arrays** — documented above, but `ptype` parses only `[]T`
|
||
slices; fixed inline arrays are not accepted yet. Use `[]T` slices.
|
||
- **CLI: `--shared`, `--fmt`, and the wasm/cross target** — these were features of
|
||
the retired C driver; the self-hosted `ludicc` does not carry them (source
|
||
formatting lives in `build/ludic-fmt` instead). Output-path and IR flags are in
|
||
flux as the CLI front-end is rebuilt — check `ludicc` usage for the current set.
|
||
|
||
Records (`property` used with `new`) and array types, `break`/`continue`, and
|
||
argv/stderr — once listed here as near-term — are now implemented and
|
||
self-hosting; their lowerings are in
|
||
[BOOTSTRAP.md](BOOTSTRAP.md) §4.
|
||
|
||
## Scenes & layers
|
||
|
||
> ⚠️ **Not yet implemented in the current (self-hosted) compiler.** `scene`,
|
||
> `layer`, and the `on enter` / `on exit` hooks are a design target: the
|
||
> compiler has no `scene` declaration and [`examples/scenes.ludic`](examples/scenes.ludic)
|
||
> does not compile today. Games
|
||
> that need mutually-exclusive states use a mode register (`reg`/`set_reg`) with a
|
||
> `machine`, as `examples/chronorift` does. This section describes the intended
|
||
> syntax for when scene support lands.
|
||
|
||
A program is usually several mutually-exclusive states — a title screen, the
|
||
overworld, a battle — and the usual way to write that is a mode register
|
||
consulted at the top of every handler. `scene` makes it structure instead:
|
||
|
||
```ludic
|
||
# doc-check: skip — illustrative: elided bodies
|
||
scene Title start {
|
||
on enter { ui_open(UI_Menu) }
|
||
on exit { ui_visible(UI_Menu, 0) }
|
||
|
||
layer Main {
|
||
handler Choose phase Update {
|
||
if ui_clicked(UI_NewGame) { become Overworld }
|
||
}
|
||
}
|
||
}
|
||
|
||
scene Overworld {
|
||
on enter { spawn_party() }
|
||
|
||
layer World { handler Move phase Update { … } }
|
||
layer Hud { handler Draw phase Render { … } }
|
||
}
|
||
```
|
||
|
||
- Exactly **one scene is active**. The one marked `start` runs first (or the
|
||
first declared, if none is marked).
|
||
- A scene's handlers only run while it is active. Handlers declared outside any
|
||
scene are global and run every frame regardless.
|
||
- **Layers group handlers and declaration order is draw order**: within a phase,
|
||
global handlers run first, then the active scene's layers in the order they
|
||
were written — so `Hud`'s `Render` paints over `World`'s.
|
||
- `on enter` / `on exit` are lifecycle hooks, not phases. Scene setup goes in
|
||
`on enter`; a layer handler may not use phase `Start`.
|
||
- `become Name` transitions: the current scene's `on exit` runs, the active scene
|
||
becomes `Name`, and its `on enter` runs. Inside a layer handler the compiler
|
||
knows which scene is leaving, so a transition costs two direct calls and a
|
||
store — there is no dispatch table.
|
||
|
||
`examples/scenes.ludic` sketches the ordering rules (it does not compile yet).
|
||
|
||
## Queries in a handler signature
|
||
|
||
When a handler's whole body is one query loop, the loop header lifts into a
|
||
`@Queries` annotation (see "Declaring a handler's query" above):
|
||
|
||
```ludic
|
||
# doc-check: skip — illustrative handler
|
||
@Queries(these: [Battle{hp <= 0}, Pos], on: Foe)
|
||
handler CleanBattle phase LateUpdate { despawn self() }
|
||
```
|
||
|
||
This is exactly equivalent to wrapping the body in
|
||
`for (Battle, Pos) in query [Battle, Pos, {Foe}] where Battle.hp <= 0 { … }` —
|
||
same lowering, same semantics. The body runs once per matching entity and
|
||
`self()` is that entity. `examples/qdecl.ludic` is a working example.
|
||
|
||
Mutation during iteration follows the same rules as an inline query, because it
|
||
is the same loop: entities are visited by ascending id, `despawn` of the current
|
||
or an already-visited entity is safe, and an entity **spawned mid-loop at a
|
||
higher id is visited in the same tick**. If you need the tick's matches frozen,
|
||
collect them yourself.
|