Adds the ECS hook issues #43 and #47 named as their real dependency: a system the *engine* owns, inserted into the frame loop over a component a game merely declares and carries — no `handler` wired. - runtime/native/systems.ludic: esys_spriteanim (SpriteAnim frame advance: loop/once/pingpong) and esys_motion (Motion value tween: linear/in/out/ in-out), both on the by-name reflection ABI, integer + deterministic. - backend: emit_engine_systems_for_phase inserts the calls after every user handler in a phase (auto-loop and the drivable tick helpers alike); uses_engine_systems() drives the systems.ludic splice, the world-table force-emit, and makes a component-only game count as a systems game. - A game that declares neither component is byte-for-byte unchanged. Worked example + regression: examples/library/anim_ecs.ludic. Full suite 73 passed, self-host C-free bootstrap fixpoint intact. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
64 lines
2.9 KiB
Text
64 lines
2.9 KiB
Text
# anim_ecs.ludic — engine-owned systems over user components (#43). A game
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# declares the well-known SpriteAnim / Motion components, carries them on a
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# model, and the engine advances them every frame with NO handler wired by the
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# game. Driving the sim from `entry` (tick_fixed runs the Update phase, where the
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# engine systems live), we sample the auto-advanced fields at known tick counts.
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#
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# bin/ludic examples/library/anim_ecs.ludic
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# A full run prints: 1 5 2 10 0 2 10 1 1
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program AnimEcs {
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# The engine auto-advances `frame` from `ticks` (runtime/native/systems.ludic).
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property SpriteAnim { ticks: int = 0, fps: int = 0, frames: int = 0, mode: int = 0, frame: int = 0 }
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# The engine auto-advances `value` / `done` from `ticks` over `dur`.
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property Motion { ticks: int = 0, dur: int = 0, from: int = 0, to: int = 0, ease: int = 0, value: int = 0, done: int = 0 }
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model Sprite { SpriteAnim }
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model Mover { Motion }
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model Bouncer { SpriteAnim }
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entry {
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# a 4-frame clip at 12 fps, looping: a new cell every 5 ticks (60/12).
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spawn Sprite { SpriteAnim { fps: 12, frames: 4, mode: 0 } }
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# a 4-frame ping-pong clip at 12 fps: 0 1 2 3 2 1 0 1 …
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spawn Bouncer { SpriteAnim { fps: 12, frames: 4, mode: 2 } }
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# a linear 0..10 tween over 10 ticks.
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spawn Mover { Motion { dur: 10, from: 0, to: 10, ease: 0 } }
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let sa = World.prop_id("SpriteAnim")
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let saf = World.field_id(sa, "frame")
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let mo = World.prop_id("Motion")
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let mov = World.field_id(mo, "value")
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let mod = World.field_id(mo, "done")
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let sprite = World.query_next(sa, 0) # lowest id: the Sprite
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let bouncer = World.query_next(sa, sprite + 1) # next SpriteAnim: the Bouncer
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let mover = World.query_next(mo, 0)
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tick_n(5) # ticks = 5
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print(World.get(sprite, sa, saf)) # loop: (5*12/60) % 4 = 1
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print(World.get(mover, mo, mov)) # linear: 5
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tick_n(5) # ticks = 10
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print(World.get(sprite, sa, saf)) # (10*12/60) % 4 = 2
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print(World.get(mover, mo, mov)) # clamped at dur -> 10
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tick_n(10) # ticks = 20
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print(World.get(sprite, sa, saf)) # (20*12/60) % 4 = 0
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print(World.get(bouncer, sa, saf)) # pingpong, elapsed 4, period 6 -> 2
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# the Mover finished: value rests at `to`, done latched.
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print(World.get(mover, mo, mov)) # 10
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print(World.get(mover, mo, mod)) # 1
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tick_n(5) # ticks = 25
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print(World.get(bouncer, sa, saf)) # pingpong, elapsed 5, 6-5 = 1
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quit()
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}
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# run the Update phase n times; the engine systems advance one tick each call.
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function tick_n(n: int) -> void {
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var i = 0
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while i < n { tick_fixed(); i = i + 1 }
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}
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}
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