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>
22 lines
941 B
Text
22 lines
941 B
Text
# scene_events.ludic — EV1 for scenes: a `public` scene promotes its on-enter /
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# on-exit to public events scene_<S>_enter / scene_<S>_exit, extending the modding
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# surface to the game's scene structure. A mod (native @On here, or foreign over
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# the ABI) reacts as the game moves between scenes.
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#
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# Running it prints: 10 1 20 2 30 3
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program SceneEvents {
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@On(scene_Menu_enter) handler Greet { print(1) }
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@On(scene_Menu_exit) handler Bye { print(2) }
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@On(scene_Game_enter) handler Begin { print(3) }
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scene Menu start public {
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on enter { print(10) } # boot enters Menu: 10, then scene_Menu_enter -> 1
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on exit { print(20) } # become leaves Menu: 20, then scene_Menu_exit -> 2
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layer L { handler Go phase Update { become Game } }
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}
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scene Game public {
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on enter { print(30) } # become enters Game: 30, then scene_Game_enter -> 3
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layer M { handler Stop phase Update { quit() } }
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}
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}
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