1869 lines
97 KiB
Markdown
1869 lines
97 KiB
Markdown
# The Ludic Language — Reference
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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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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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function ... # functions
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extern function … # bind a C library symbol (FFI)
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enum ... # a named set of integer values
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namespace ... # a block of functions with export / internal visibility
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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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`import "emberdepths/*.ludic"` imports every `.ludic` file of a directory, in name
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order — a game lists its modules once. `import "camp"` names a directory through its
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**barrel**, `camp/index.ludic`: a fragment that lists the directory's own imports
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(relative to itself), in the order it wants them. A directory with no `index.ludic`
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is an error that says so. Packages resolve the same way: `import "ludic.render3d"`
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reads `ludic.render3d/index.ludic` from `ludic_modules/` or the toolchain. An imported file is a **fragment**: bare
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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 name the file the
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line really lives in, in the `file:line: error: message` shape editors already
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parse:
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```
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chronorift/world.ludic:1: error: expected expression
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```
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All of a program's files share one namespace, so **a name is defined once**: two functions, two
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`var`s or `const`s (or an `enum` and a `const`), or two `property` / `event` records with one name
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are an error that names both places. Declarations the runtime splices in are its own and are not
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checked against each other.
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The same holds inside a function: a `let` or `var` declares its name once per block (another
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block, a loop variable or a parameter may reuse it), and a function with a result type must
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`return` one on every path - running off the end of its body is an error, not a zero.
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### Modules (`module`, `export`, `friend module`)
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One namespace is not the same as one room. A barrel that says `module bank` makes its
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directory a **module**: the barrel, every file it imports, and every file those import - until
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one says `module` of its own - belong to `bank`. Inside a module every name is visible as
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before. From anywhere else, a module's `function`, `var`, `const`, `property` or `event` is
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reachable only if its declaration says `export`:
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```ludic
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# doc-check: skip — a module spans files
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# bank/index.ludic
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module bank
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import "ledger.ludic"
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# bank/ledger.ludic
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var balance: int = 0 # private: only module bank sees it
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export event Deposited { amount: int }
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function add(n: int) -> void { balance += n }
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export function deposit(n: int) -> void {
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add(n)
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emit Deposited(amount: n)
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}
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```
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A program that imports `bank` may call `deposit` and listen to `Deposited`; calling `add` is
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```
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visible.ludic:5: error: add is private to module bank; mark it 'export' where it is declared (bank/ledger.ludic)
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```
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A file in no module - the program's own file, the runtime - is public, and a package found
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through `ludic_modules` or the toolchain keeps its own module rather than its importer's. A
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program that says `friend module lab` sees every module's private names: that is for a test
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harness, which has to reach inside what it tests. `export` is a keyword before a declaration
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and is not the `@export` annotation, which names a C symbol.
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To move an existing codebase onto modules, build it once with `LUDIC_VIS_REPORT=1`: every
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reference that would be refused is printed as `vis: <file>:<line>: <module>.<name> used from
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<file>` and the build goes on, so a script can add the `export`s the program already relies on.
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### Types are checked before anything is emitted
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Between the parse and the emitter a checker walks every function, the entry, the tests, the
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globals' initializers and every `@On` listener, and refuses a program whose types do not agree -
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all of its mix-ups at once, each at its own line:
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```
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trip.ludic:12: error: metres wants an int and this is a float
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trip.ludic:14: error: area takes 2 argument(s) and this call gives 1
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trip.ludic:20: error: + of a string and an int: text joins text only - write string(x) for a number
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3 type error(s)
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```
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What it holds apart: `int`, `float`, `fixed` and `bool` (a float or a fixed into an int is
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`int(x)`; a float and a fixed never meet but by a literal, which takes whichever kind its slot is);
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text and numbers (`string(n)` or a template); one record type and another; slices of different
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elements; functions of different types. A call gives exactly as many arguments as there are
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parameters, a `return` gives the declared result, and `push` gives the slice's own element.
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`pointer` is untyped, as `void *` is in C: it goes wherever a reference is wanted and takes any
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reference, and a `[]pointer` any slice of references. Restricting what a raw pointer may reach is
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`unsafe`'s job, not the checker's. Bits cross between kinds by name - `as_int(x)` / `as_fixed(n)`
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reinterpret a word, `float_bits(f)` / `float_from_bits(i)` a float's - never by a slot's type.
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A name the checker cannot type (an engine namespace's arguments, a query's bindings) agrees with
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everything, so it only ever reports what it can prove; the emitter keeps its own checks behind
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it. `LUDIC_CHECK_REPORT=1` lists every mix-up by category and fails nothing, which is how an
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existing program is measured before it has to pass.
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### Generic records and functions
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A record or a function can take type parameters, written after its name:
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```ludic
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program Pools {
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property Pool<T> {
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items: []T = null
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n: int = 0
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}
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function pool_new<T>() -> Pool<T> {
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let p = new Pool<T>
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p.items = new []T
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return p
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}
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function pool_add<T>(p: Pool<T>, x: T) -> void {
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push(p.items, x)
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p.n += 1
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}
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function map<T, U>(xs: []T, f: fn(T) -> U) -> []U {
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let out = new []U
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var i = 0
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while i < len(xs) {
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push(out, f(xs[i]))
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i += 1
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}
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return out
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}
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entry {
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let names: Pool<string> = pool_new()
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pool_add(names, "Crater Lake")
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print(names.n)
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}
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}
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```
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A type names an instance with its arguments - `Pool<Thing>`, `Pair<string, int>`,
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`Pool<Pool<int>>`, `[]Pool<float>` - and two instances of one generic are two types. A call's
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type arguments are worked out from its arguments (`pool_add(names, "x")` is `pool_add` at
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`string`), a literal deciding only what nothing else did; a call with nothing to say it, like
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`pool_new()`, takes them from the slot its result is written into - a `let` with a declared type,
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an assignment, an argument, a `return`. Where neither decides, the call is refused and says which
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parameter it could not tell.
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Generics are compiled by instantiation: each instance the program uses is an ordinary record or
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function, made and checked once, so it costs exactly what writing it out by hand would. A generic
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nothing instantiates is not compiled at all.
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### Namespaces declared in Ludic (`alias`)
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A namespace method can be a name for a function. Inside a `namespace` block,
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```ludic
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program Trails {
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namespace Trail {
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export alias length(from, to) = trail_distance
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alias km = trail_km
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}
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function trail_distance(a: int, b: int) -> int { return b - a }
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function trail_km(metres: int) -> int { return metres / 1000 }
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entry { print(Trail.length(to: 12, from: 2) + Trail.km(metres: 5000)) }
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}
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```
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makes `Trail.length(...)` a call to `trail_distance`: the list after the method is the labels a call
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may name its arguments by, in the target's parameter order, and without one the target's own
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parameter names are the labels (`alias show() = present` takes none). The call is the target's -
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same arguments, same checks, same code - so a namespace costs nothing over calling the function.
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This is how the engine declares its own namespaces: `Http`, `Udp`, `Process`, `Json`, `Value`,
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`Screen`, `Input`, `Audio`, `World`, `Tiled` and the rest are `alias` blocks in
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`runtime/native/namespaces.ludic`, not branches in the compiler, and a package owns an API the same
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way in its own files. What is still built into the compiler is the namespaces that compute inline -
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`Math`, `Text`, `List`, `Vector`, `Color`, `Time`, `Date` - and the few methods that choose their
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target by an argument's type (`Audio.play` of a handle or a name).
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### Registries (`registry`, `def`)
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A table of records that code used to fill with calls in an init function is declared instead:
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```ludic
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program Camp {
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property Furnishing {
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key: string = ""
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name: string = ""
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cost: int = 0
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}
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registry Furnishings of Furnishing as HF
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def Furnishings chair { name: "Camp chair", cost: 60 }
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def Furnishings crate { name: "Crate", cost: 30 }
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entry { print(Furnishings[HF_CRATE].cost + HF_COUNT) }
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}
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```
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`registry NAME of RECORD [as PREFIX]` is a global `[]RECORD`, and every `def NAME key { ... }` is one
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entry of it - in any file, collected in source order, and in the table before any code runs. Each
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entry gets an index constant, `PREFIX_KEY` (the prefix defaults to the registry's name in capitals),
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in declaration order, and the registry a count, `PREFIX_COUNT`. When the record has a `key: string`
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field it is filled with the entry's key, and `name_find(key)` (the registry's name in lower case)
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returns its index or -1. A def's fields are checked against the record like any record literal, a
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key is declared once, and `export registry` exports the table, its constants and its lookup.
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Because the index is the order of the defs, a table stored by position - a save, a setting - keeps
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the rule it always had: add an entry at the end, never between two. The order is the order the
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compiler reads them in, and an `import` is read where it stands: a file's imported defs come before
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the defs written after the import line.
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### Resource files (`registry ... from`)
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A registry's entries can live in a data file instead of the source:
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```ludic
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# doc-check: skip — the file it names is beside the example
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registry Tools of Tool as TL from "data/tools.lres"
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```
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```
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# tools.lres
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axe {
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name: "Axe"
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weight: 1.5
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uses: [{ verb: "Chop", minutes: 20 }, { verb: "Split", minutes: 10 }]
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}
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lantern { name: "Lantern", weight: 0.75, uses: [] }
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```
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The file is a list of entries, each a key and a record, with `#` comments. It is read when the
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program is compiled: the registry's record is its schema, so every entry is checked as a `def` is
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- a field the record does not have, a string where it wants a number, a key twice - and the error
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names the line in the resource file. A field whose type is a record takes a bare `{ ... }`, and one
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typed as a list of records takes `[{ ... }, ...]`; the schema supplies the type. Values are Ludic
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expressions in the registry's module, so an entry refers to another table's entry by its constant.
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The entries are compiled in: nothing is parsed at start-up, and a build that succeeds has checked
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every resource it uses. The path is the project's (where the build runs), else beside the file that
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declares the registry.
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### Default parameters, and calls that name what they change
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A parameter can have a default, and a call leaves out what it does not change - the last ones when
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it passes arguments by position, or any it does not name. A call can pass its first arguments by
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position and the rest by name:
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```ludic
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program Boxes {
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numbers float
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function box(label: string, w: float = 300.0, pad: float = 8.0, bold: bool = false) -> string {
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return `{label} {w} {pad} {bold}`
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}
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entry {
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print(box("a")) # every default
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print(box("b", 120.0)) # the first two by position
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print(box("c", bold: true)) # the subject by position, a prop by name
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}
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}
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```
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A default is an expression written with the function and evaluated for each call that leaves it
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out. A call that leaves out a parameter with no default, names one the function does not have, or
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puts a positional argument after a named one is refused with that said.
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### Components and templates (`ludic.ui`)
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A UI is components, and a component is three files side by side:
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- `Name.ludic` declares what it takes, keeps and does;
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- `Name.xml` is its HTML-shaped template;
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- `Name.lss` holds its CSS-shaped styles, which apply to its own elements only.
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```ludic
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# doc-check: skip — a fragment of a program that imports ludic.ui
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component Counter {
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prop label: string # its parent passes it: <Counter label="a" step="{5}"/>
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prop step: int = 1 # with a default
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state count: int = 0 # the instance's own, kept while it is on screen
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doubled: int = count * 2 # worked out every frame
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function big() -> bool { return count > 3 } # callable from the template
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on bump() { count += step } # an event: on-click="bump()"
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}
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```
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- **Props and state** are plain names in the component's code; each mounted instance is a record
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of them. A prop or state is an `int`, a `float`, a `bool`, a `string` or a `Val`. A field is
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anything a template can read, and records and lists become objects and lists.
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- **The template** has one root (use `<fragment>` for several). A component is used by its name as
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a tag. `set count = 0` in an action sets its state, and `emit close` runs what its parent passed
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as `on-close`. `class`, `style` and `id` on a component's tag land on its root element, styled by
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the parent's sheet as well as its own; when that root is itself a component, every user in turn
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passes theirs down (the outermost's `id` wins). The rules of all those sheets that match the root
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are weighed together by specificity, as one sheet's are, and a user's rule wins a tie.
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- **A component's names.** An event may be called anything, `set` included (`on set(v: int)`,
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pressed as `set(4)`; `set x = ...` is still the action). A `string` prop given a number reads it
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as text (`label="{3}"` is `"3"`). Two components of one name are an error that names both files.
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- **Compiled in.** The compiler reads the template and the styles from beside the declaration and
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inlines each `@import` (a path starting with `/` is from the project's root), so a missing
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template fails the build and nothing has to ship beside the program. `ui_reload()` reads the
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files again when they change on disk and keeps every instance's state.
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- **A screen is a component** with no props: `ui_show("Counter", null, x, y, w, h)`, or
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`ui_nodes("Counter", null)` for a test.
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An older, lighter bridge remains: `view Name { ... }` gives a whole template file of `<screen>`s
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and `<component>`s (loaded with `ui_load`) one model and one call, and the rest of this section
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applies to both:
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```xml
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<ui>
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<import src="kit.xml" as="kit"/>
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<screen name="shop" gap="4">
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<state pick="{-1}"/>
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<text size="24">The purse: ${purse}</text>
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<each in="{stock}" as="item" index="i">
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<kit:Line item="{item}" picked="{pick == i}" on-chose="set pick = i">
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<button enabled="{afford(i)}" on-press="buy(i); emit chose">Buy</button>
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</kit:Line>
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</each>
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<if test="{owned == 0}"><text>Nothing bought yet</text></if>
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<else><text>{owned} bought</text></else>
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</screen>
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</ui>
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```
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- **Elements.** A template is HTML-shaped:
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- `div`, `section`, `header`, `footer`, `nav`, `main`, `article`, `aside`, `ul`, `ol`, `li` and
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`form` are boxes laid out in a column; `row` is one laid out in a row.
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- `p`, `span`, `label`, `h1`-`h6`, `strong`, `em`, `small`, `b`, `i` and `a` are text; words
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inside a box become a text of their own.
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- `button`, `img src`, `hr` and `spacer`; `scroll` is a column that scrolls.
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A default stylesheet, like a browser's, sizes the headings and pads the buttons.
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- **Attributes.** `id`, `class` (which may be bound: `class="{picked ? 'on' : ''} row"`),
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`style="padding: 4px; color: gold"`, `hidden`, `disabled`, `onclick` or `on-click` (also
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`on-press`), and any attribute a property is named after (`width="300"`). Any other attribute is
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kept for `[attr=value]` selectors, as HTML's are.
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- **The box model and flex.** Sizes are border boxes.
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- `padding` and `margin` take one to four lengths, or one side by name (`padding-left`).
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- `border` is `2px solid #ffcc00`, or `border-width` and `border-color`.
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- A length is `12`, `12px`, `50%`, `fit`/`auto`, `fill` or `calc()`. `width: 0` and `height: 0`
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are 0, not unset.
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- `calc()` takes `+`, `-`, `*` and `/` and brackets over `px`, `em`, `rem`, `vw`, `vh`, plain
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numbers and `var()`; in a `width`, `height`, `top`, `right`, `bottom` or `left` it may also hold
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a percentage of the room or of the containing block (`calc(50% - 10px)`). `min()`, `max()` and
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`clamp(least, want, most)` pick among lengths, inside `calc()` or on their own
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(`width: min(300px, 50vw)`); a percentage cannot be compared there.
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- `top`, `right`, `bottom` and `left` take a percentage of the containing block: its width for
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left and right, its height for top and bottom.
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- `flex-grow` (or `flex`) shares out the spare room along `flex-direction`, and `fill` is a share
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of 1. `justify-content` takes `flex-start`/`start`, `center`, `end`, `space-between`,
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`space-around` or `space-evenly`.
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- `align-items` and `align-self` take `start`, `center`, `end` or `stretch`. `flex-wrap: wrap`
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breaks a row into lines, and `min-`/`max-width`/`-height` bound it.
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- `flex-shrink` gives up room when a line's children want more than it has, each in proportion
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to its shrink times its size, and none below its min size, a fixed size or its content. A scroll
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box shrinks (and scrolls) and a box in a column shrinks as far as the scroll boxes in it let it,
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so a list in a column takes the room its siblings leave with no height of its own. `flex: 1 0`
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is the grow and the shrink. `order` rearranges a box's children without touching the tree.
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||
- `gap`, `text-align`, `display: none`, `background(-color)`, `color`, `opacity` and `font-size`
|
||
are CSS's.
|
||
|
||
Every property also has a short name (`w`, `h`, `pad`, `bg`, `size`, `grow`, `align`,
|
||
`justify`, `self`, `dir`, `wrap`, `alpha`). Rounded corners, font weight and a few more are
|
||
things the renderer does not draw, and the runtime says so rather than ignoring them. A colour
|
||
is the renderer's name for one, `#rrggbb` or `#rgb`.
|
||
- **Stylesheets.** Rules go in a `<style>` or in an `.lss` file (a Ludic StyleSheet: CSS-shaped,
|
||
but its own language, so no editor mistakes it for CSS):
|
||
|
||
```
|
||
@import "base.lss";
|
||
button { height: 40px }
|
||
.card p, #title { color: accent }
|
||
ul > li:nth-child(even):not(.keep) { background: bg2 }
|
||
[kind=warn] { border: 1px solid bad }
|
||
```
|
||
|
||
- Selectors: a tag, `*`, `#id`, `.class`, `[attr]` or `[attr=value]`, and the pseudo-classes
|
||
`:hover`, `:disabled`, `:enabled`, `:first-child`, `:last-child`, `:only-child`,
|
||
`:nth-child(odd|even|n)`, `:empty`, `:root` and `:not(...)`. They combine into compounds,
|
||
joined by a space (anywhere inside) or `>` (straight inside), and a list is `,`-separated.
|
||
- Specificity is CSS's: ids 100, classes, attributes and pseudo-classes 10, tags 1. The default
|
||
sheet comes first, then rules from least to most specific (the later rule on a tie), then
|
||
`style="..."`, then the element's own attributes.
|
||
- A value may hold `{holes}`, read where the element is.
|
||
- A file's cascade is its imports' rules, then its own. `<import src="look.lss"/>` brings a
|
||
stylesheet in, and one stylesheet can `@import` another, so a look is a file others can use.
|
||
A library's components keep the styles of the file they were written in.
|
||
- **More CSS.**
|
||
- Custom properties: `--accent: #fc0` on any element or `:root`, read with `var(--accent)` or
|
||
`var(--accent, gold)`, and inherited by what is inside - a component with no stylesheet of its
|
||
own included, which reads a theme's `:root` variables from the screen it is used in.
|
||
- `position: relative|absolute|fixed` with `top`, `right`, `bottom`, `left` and `inset`, and
|
||
`z-index`. An absolute element sits in its parent's box, a fixed one in the screen's, and
|
||
neither takes room in the flow.
|
||
- Units: `em`, `rem`, `vw` and `vh`.
|
||
- `@media (min-width: ..) and (max-height: ..) { ... }`.
|
||
- Text wraps between words to fit its box - in a row, in the room its siblings leave it;
|
||
`white-space: nowrap` keeps one line and `text-overflow: ellipsis` cuts it.
|
||
- `overflow: auto|scroll|hidden` makes a box scroll.
|
||
- Selectors also take `+` and `~`, `:nth-child(2n+1)`, `:checked` and `:active`.
|
||
- **More React.**
|
||
- `<each ... key="{item.id}">` keeps an item's state when the list is reordered.
|
||
- `<let name="{value}"/>` names a value for the siblings after it.
|
||
- `<provide name="{value}">` gives a value to everything inside, components included.
|
||
- `<fragment>` groups without a box.
|
||
- `<slot name="title"/>` takes the user's `<template slot="title">`.
|
||
- `on-mount` and `on-unmount` run when an element or component appears and goes.
|
||
- Words inside a text element read as one line: `<p>Hi <b>there</b></p>`.
|
||
- **Interaction is the runtime's.** It reads the runtime's `Input`, so a renderer only draws.
|
||
- Tab and Shift+Tab, or the arrows, move focus through the controls in document order. Enter
|
||
and Space activate what has it, and `autofocus` picks where a screen starts.
|
||
- The pointer hovers, presses (`:active`) and clicks on release; a drag keeps the pointer until
|
||
it is let go. What it is on is the topmost element in painting order (positioned ones by
|
||
`z-index`), so a button over something else takes its own press; `pointer-events: none` lets
|
||
the pointer through an element.
|
||
- `on-pointerdown`, `on-pointermove`, `on-pointerup`, `on-drag` and `on-wheel` on any element
|
||
read `event.x` / `event.y` (inside the element), `event.dx` / `event.dy`, `event.button` (0 left,
|
||
1 right, 2 middle) and `event.wheel`. A press captures the pointer: its moves, drags and release
|
||
go to that element until it is let go, wherever the pointer is. A scroll box leaves the wheel to
|
||
an element inside it that takes `on-wheel`.
|
||
- `on-down` and `on-up` say when a button goes down and comes up again, by the pointer (released
|
||
anywhere) or by Enter or the pad's A held on it; it is `:active` in between. `on-hold` runs
|
||
every frame it is held, with `event.dt` (seconds since the last frame) and `event.t` (how long
|
||
it has been held), on the ui clock.
|
||
- A scroll box (`overflow: auto` or `<scroll>`) takes the wheel, has a scrollbar that can be
|
||
dragged (`scrollbar-color`), clips what it holds and pulls the focused control into view.
|
||
- `scroll-top="{px}"` holds a scroll box at that offset every frame; the wheel, the bar and the
|
||
focus still move it for the frame and say so with `on-scroll` (`event.value`), for the program
|
||
to keep. `ui_scroll_set("id", px)` (an id or a key) moves a box once.
|
||
- The scrollbar is `.ui-scrollbar` with a `.ui-thumb`, styled like a control's parts. A press on
|
||
the thumb holds it where it was taken and the pointer moves it in proportion; a press on the
|
||
track jumps the thumb's middle there and holds it. A press on the bar presses nothing under it.
|
||
- `:focus`, `:focus-visible` and `:focus-within` style the focus, and `outline` (which follows
|
||
`border-radius`) draws the ring.
|
||
- The first gamepad works it too: the d-pad and the left stick move the focus as the arrows do,
|
||
left and right step a range or a select, A is Enter and B is Escape (it closes a popover). A
|
||
direction held, on the pad or the keyboard, presses once, again after 0.42 s and then every
|
||
0.11 s, on the ui clock. A host sets `held_up` / `held_down` / `held_left` / `held_right`,
|
||
`pad_a` and `pad_b` on a `UiInput` to drive the same.
|
||
- A test drives all of it with `ui_input(i)`.
|
||
- **Controls are built in**, each made of plain parts a stylesheet styles (`.ui-label`,
|
||
`.ui-track`, `.ui-knob`, `.ui-fill`, `.ui-thumb`, `.ui-field`, `.ui-value`, `.ui-caret`,
|
||
`.ui-prev`, `.ui-next`; a track is a row, and a range's fill is as tall as its track):
|
||
- `<button>`;
|
||
- `<input type="checkbox|radio" label checked>`;
|
||
- `<input type="range" label min max step value>`, dragged or stepped with the arrows. Its value
|
||
shows with `decimals="{2}"`, as `format="percent"` of the way from min to max, and with a
|
||
`unit=" s"` after it;
|
||
- `<select label value>` with `<option value>`s;
|
||
- `<input type="text" label value maxlength>`, which takes typing, and Backspace takes a letter
|
||
back. Enter (or the pad's A) on it runs `on-submit` with `event.value`; the focus stays, and so
|
||
does the text unless it says `clear-on-submit`;
|
||
- `<input type="number" label min max step value>`: typed digits (a minus when min allows one, a
|
||
point when step has a fraction) replace the value, Enter or leaving the field commits them held
|
||
between min and max, and the left and right arrows step it (`decimals`, `unit` as a range's);
|
||
- `<input type="key" label value shown>`: Enter or a click starts it listening, and the next key
|
||
is its value - Tab, the arrows and Enter included. Esc stops it listening, Backspace clears it
|
||
(0), and `shown` is what it says for its value instead of the keyboard's label. While it
|
||
listens `ui_capturing()` is true, so the program can leave its own keys alone, and it is
|
||
`:capturing` for a stylesheet. A mouse button pressed while it listens is its value too:
|
||
`UI_MOUSE_LEFT` (256), `UI_MOUSE_RIGHT` (257) or `UI_MOUSE_MIDDLE` (258), past every key code,
|
||
shown as "Left click", "Right click" or "Middle click"; that press does nothing else.
|
||
|
||
Any control's `note="..."` is a line of help under its label: `.ui-labels > .ui-label +
|
||
.ui-note`.
|
||
|
||
Each reports with `on-change` and `event.value`, and plays `sound="..."` (or "click") through
|
||
the program's `ui_sounds`.
|
||
- **Popovers, tooltips and bars.**
|
||
- `<div popover on-close="...">` sits absolutely in its parent and draws on the top layer. While
|
||
it is up, the pointer and Tab stay inside it, and a press outside it or Esc closes it.
|
||
A press on it goes to its own controls, never to what lies under it at the same pixels, and a
|
||
press outside it only closes it.
|
||
- `anchor="cell"` puts a popover beside the element with that id (the nearest, looking out from
|
||
the popover), and a bare `anchor` beside the element before it. `placement` is `right` (the
|
||
default), `left`, `bottom` or `top`, its margin on that side is the gap, and `align` is `start`
|
||
(the default), `center` or `end` along that side. Where it would leave its bounds it opens to
|
||
the other side and is kept inside them: `within="panel"` names the element, and by default it
|
||
is the nearest scroll box (or `overflow` box) around it, else the screen.
|
||
- `title="..."` shows a tooltip (`.ui-tooltip`) after the pointer rests for half a second, or
|
||
under the element when the keyboard's focus (`:focus-visible`) has rested on it as long; moving
|
||
the pointer gives the tooltip back to the pointer. A
|
||
newline or a written `\n` in it starts another line (`.ui-tooltip-text` each).
|
||
- `<progress value max>` and `<meter value min max>` fill (`.ui-fill`) as far as their value.
|
||
- **Natives** are for what markup cannot say. `ui_native("minimap", measure, draw)` makes
|
||
`<minimap>` an element the program draws itself, laid out and styled like any other. It reports
|
||
with `ui_fire(n, "change", value)` and reads its attributes with `ui_attr` / `ui_attr_on`.
|
||
`ui_native_input("minimap", fn(n: UiNode, e: UiPointer) -> bool)` gives it the pointer events
|
||
above as a `UiPointer` (`kind`, `x`, `y`, `dx`, `dy`, `button`, `wheel`); answering false to a
|
||
`pointerdown` leaves the pointer uncaptured. Its
|
||
draw reads `ui_opacity()`, the opacity it is drawn at (every group `opacity` around it, its own
|
||
included).
|
||
- **Renderers.** `ui_backend(b)` takes any renderer with `rect`, `text` and `measure`, and uses
|
||
`round`, `ring`, `image`, `nine`, `clip`, `scale` and `now` when it has them.
|
||
Importing `ludic.ui/render3d.ludic` makes render3d's overlay the renderer:
|
||
- images by path, and cells of an atlas named with `ui_atlas(prefix, texture, cols, rows,
|
||
names)` as `<img src="prefix:name">` (or `prefix:12`). A path is read as sRGB, the interface's
|
||
own space, so its colours arrive as painted. A file that changes on disk (or appears) is loaded
|
||
again within half a second, and `ui_image_reload(path)` asks for it at once;
|
||
- nine-slices for `border-image`, sliced by the texture's own width and height;
|
||
- a scale from the screen's height (`ui_render3d_scale` for the player's interface size).
|
||
|
||
`ui_scale()` is the scale the interface is drawn at (screen pixels per design pixel), and
|
||
`ui_box("id")` where an element (by id or key) was laid out when its screen was last shown, as a
|
||
`UiBox` of `x`, `y`, `w` and `h` in screen pixels, or null when there is none.
|
||
|
||
`ui_translator(fn)`, `ui_sounds(fn)` and `ui_clock(fn)` hand the runtime the program's
|
||
language, sounds and time. `import "ludic.ui/screen.ludic"` is the 2D screen's renderer.
|
||
Every text a template shows is translated, except inside `translate="no"` (and `translate="yes"`
|
||
inside that translates again). A `title` of several lines is translated whole when the translator
|
||
knows it whole, else line by line.
|
||
- **The look is CSS.**
|
||
- Colours: `#rgb`, `#rgba`, `#rrggbb`, `#rrggbbaa`, `rgb()`, `rgba()` and the basic names,
|
||
usually through `var(--...)` from a theme.
|
||
- `background` (or `background-image`) may be `linear-gradient(to right, #000, rgba(0,0,0,0) 80%)`:
|
||
`to top|bottom|left|right` or an angle taken to the nearest side, and stops with or without a
|
||
place. It is drawn as whole-pixel bands with square corners.
|
||
- `aspect-ratio: 16 / 9` (or `1.5`) makes an element's height from its width (fixed, a share or
|
||
`fill`), or its width from a fixed height. `object-fit: fill|contain|cover|none|scale-down`
|
||
places a picture in its box by the picture's own size (a renderer's `image_w` / `image_h`;
|
||
`cover` is clipped to the box); a native places its own content with `ui_object_fit(n, w, h)`.
|
||
- Boxes: `border-radius`, `box-shadow` (sharp, offset), `background-image: url(...)`, and
|
||
`border-image: url(...) slice / width` as a nine-slice. With no background colour a nine-slice
|
||
is drawn as painted, as CSS draws one; with one it is tinted by it, so one rounded texture serves
|
||
every colour, and `transparent` (or any colour with no alpha) leaves nothing to see. Its
|
||
corners are at most half the box across and half of it down, each way on its own, and cut on
|
||
whole pixels (`ui_nine_cuts(x, y, w, h, width)` for a renderer of its own).
|
||
- Text: `text-shadow: x y blur colour` draws the text again under itself, offset (the blur is
|
||
drawn sharp), and is inherited. `text-fit: shrink 12px` draws a line too long for its box
|
||
smaller, down to that size, then cuts what still does not fit with an ellipsis (for a chip
|
||
whose words may be long in another language). `line-height` is a multiple of the font size
|
||
(`1.5`), px or em. Both are inherited.
|
||
- `em` is the font size the element ends with, wherever its `font-size` is set among the rules
|
||
that style it; in `font-size` itself it is the parent's. A sheet's own rule wins a tie with a
|
||
rule it `@import`s.
|
||
- Pictures: an `<img>` of a file is drawn as it is; a cell of an atlas is a glyph and takes the
|
||
`color` around it, as text does. An `<img>` with a `color` of its own is tinted by it.
|
||
- Motion: `opacity` fades the element and everything inside it. `@keyframes` with `animation:
|
||
name 0.25s [infinite] [alternate]` animate numeric properties from when the element first
|
||
appeared, and `transition: opacity 0.2s` eases a changed opacity. Both run on the clock, in
|
||
float, and land exactly on their end values whatever the frame rate.
|
||
- `zoom: 0.8` (or `80%`, or `calc()` / `min()`) draws an element and everything inside it that
|
||
much larger or smaller - its lengths, its text and its layout; zooms multiply. In `calc()` a
|
||
length over a length is a plain number, so `zoom: min(1, calc(100vw / 1800px))` shrinks a HUD
|
||
for a narrow window.
|
||
- **Mixed content.** Text beside elements keeps its place: `<button><img src="icon:arrow"/>Resume
|
||
</button>`, `<p>Hi <b>there</b></p>`. A boolean attribute present with no value is true, as in
|
||
HTML (`<button autofocus>`).
|
||
- **Developing.** `ui_dev(true)` turns on the runtime's own tools:
|
||
- it re-reads changed templates and stylesheets once a second (`ui_reload`), keeping every
|
||
instance's state;
|
||
- it draws template errors over the screen, each with its file and line (`ui_errors()` lists
|
||
them);
|
||
- `LUDIC_UI_DUMP=<screen>` prints that screen's tree once.
|
||
- `ui_dump` prints the tree the way an inspector would (`div#id.class`, its box and its
|
||
computed styles).
|
||
- **Bindings.** Any attribute and any text can hold `{expressions}`. An attribute that is one
|
||
`{expression}` and nothing else keeps its type. Expressions read loop names, props, state and the
|
||
model, and support `.field`, `[index]`, arithmetic, comparisons, `and` / `or` / `not`,
|
||
`c ? a : b`, `len()`, `range()`, and the view's functions.
|
||
- **Structure.** `<if test>` with an `<else>` after it, and `<each in as index>`.
|
||
- **Components.** `<component name="Line">` is used as `<Line ...>`. Its attributes become its
|
||
props, and its content goes where it says `<slot/>`. It has its own `<state>`, kept between
|
||
frames by where it sits in the tree. It sees its props, its state and the model, and never the
|
||
names of whoever used it.
|
||
- **Events.** `on-press="buy(i); set pick = i"` sends the view an event and sets a state. `emit
|
||
chose` runs what the component's user gave as `on-chose`. The actions run once the frame is drawn,
|
||
so no event can change a frame part way through.
|
||
- **Libraries.** A component is private to its file unless it says `export="true"`. `<import
|
||
src="kit.xml"/>` brings in a file's exported components under their own names; `as="kit"` brings
|
||
them in as `<kit:Name>`. So a component library is a file of components, and two libraries never
|
||
collide. Screens belong to the program and are found by name.
|
||
- **The renderer is registered** (`ui_backend`). It must provide rectangles, text and a text's
|
||
width. It can also provide its own button (focus, keys, sound), colour names, a scale, scroll
|
||
regions and a file reader. `import "ludic.ui/screen.ludic"` gives the 2D screen's renderer
|
||
(`ui_screen_backend()`). `ui_load(path)` reads a file, and `ui_show(screen, view_shop(), x, y, w,
|
||
h)` shows a screen, answers the pointer and runs what was pressed. `ui_nodes`, `ui_place`,
|
||
`ui_hit`, `ui_press` and `ui_dump` do the same steps one at a time, for a test.
|
||
|
||
### Memory is safe unless it says `unsafe`
|
||
|
||
The typed buffers are slices: `words(n)`, `floats(n)`, `fixeds(n)`, `doubles(n)` and
|
||
`pointers(n)` make `n` zeroed elements of a `[]int`, `[]float`, `[]fixed`, `[]double` or
|
||
`[]pointer`, and the type names `words`, `floats` and the rest mean those slices. Every index is
|
||
checked against the length, so running off the end stops the program at that line instead of
|
||
writing into whatever lies next. `buffer(n)` is `n` zeroed bytes, a `[]byte`; `text_of(b, n)` makes
|
||
text of the first `n`; `Fs.read_bytes(path)` and `Fs.write_bytes(path, b, n)` move them to and from
|
||
a file; `view(xs, start, count)` is part of a slice sharing its storage, checked once when it is
|
||
made (make one where the buffer is made - each is a small allocation).
|
||
|
||
What is left is raw memory, and is refused outside `unsafe { }` or an `unsafe function`:
|
||
`bytes(n)`, indexing a `pointer` or `bytes`, `free`, `resize`, `Memory.*`, `file_read` and
|
||
`file_write`, `data_of(xs)` (a slice's first element, for C), and calling an `extern` C function.
|
||
A slice passed to an extern goes as its elements' address, never its header.
|
||
|
||
`unsafe` itself is for the platform: the runtime, a package from the toolchain or
|
||
`ludic_modules`, and what those import from beside them, all of which are unsafe throughout. A
|
||
project's own files may write it only when the build says `--unsafe` (`ludic build --unsafe`) -
|
||
the compiler and its tools build that way; a game is written against APIs and does not.
|
||
|
||
```ludic
|
||
# doc-check: skip — a fragment
|
||
let px = buffer(w * h * 3) # a []byte: bounds-checked
|
||
px[0] = 255
|
||
Fs.write_bytes("shot.raw", px, len(px))
|
||
let hp = floats(3) # a []float
|
||
hp[2] = 1.5
|
||
```
|
||
|
||
## Models (entity kinds)
|
||
|
||
An `model` names a *kind* of entity and the fixed set of properties it
|
||
carries. It replaces the empty "tag property" idiom: identity is stored as one
|
||
integer per entity, not a parallel boolean array.
|
||
|
||
```ludic
|
||
# doc-check: skip — composite: declarations and statements together
|
||
property Pos { x: int = 0, y: int = 0 }
|
||
property Stats { hp: int = 10 }
|
||
|
||
model Player { Pos, Stats } # Player IS a kind, not a property
|
||
model Enemy { Pos, Stats }
|
||
|
||
spawn Player { Pos { x: 5 } } # attaches every listed property
|
||
# (seeding field defaults), then overrides
|
||
for (p, s) in query [Pos, Stats, {Player}] { ... } # {Player} filters by kind
|
||
```
|
||
|
||
Use `{Name}` (tag position) to filter a query by model — an model can't
|
||
be *bound* to a variable since it has no fields of its own. Entity kind is part
|
||
of the saved snapshot.
|
||
|
||
### Prefabs
|
||
|
||
A **`prefab`** is a model with preset component fields, the Unity prefab in
|
||
miniature. `spawn` takes a prefab name like a model name, and the spawn's own
|
||
fields override the presets. Prefabs chain, so what several share lives once:
|
||
|
||
```ludic
|
||
# doc-check: skip — composite: prefabs plus their spawns
|
||
prefab Foe: Creature { Faction { id: 2 }, Body { policy: BodyPolicy.TopDown } }
|
||
prefab Grunt: Foe { Stats { hp: 30, max_hp: 30 }, Weapon { def_id: WeaponId.Bite } }
|
||
prefab Boss: Foe { Stats { hp: 400, max_hp: 400 }, Sprite { scale: 4 } }
|
||
|
||
spawn Grunt { Position { x: 40, y: 60 } } # Foe's presets, Grunt's, then this
|
||
let boss = spawn Boss { Position { x: 160, y: 40 } } # spawn is also an expression: the entity
|
||
let e = Prefab.spawn(name: kind_name) # chosen at runtime by name (-1 if none)
|
||
```
|
||
|
||
Field values in a prefab are ordinary expressions evaluated at each spawn, so a
|
||
preset may read a global (`Sprite { id: art.orc }`). `@OnSpawn(Model)` runs for a
|
||
prefab spawn as for any spawn of its model.
|
||
|
||
## Text, fonts & images
|
||
|
||
The 5×7 bitmap `text` stays for zero-asset programs. For real typography, load a
|
||
TrueType font and draw UTF-8:
|
||
|
||
```ludic
|
||
let f = Font.load("/System/Library/Fonts/Supplemental/Arial.ttf")
|
||
text_ttf(f, 20, 20, "Héllo — Καλημέρα — Привет", 0xffffff, 28) # anti-aliased
|
||
let w = text_w(f, "measure me", 28) # pixel width
|
||
```
|
||
|
||
The runtime ships a from-scratch TrueType engine (sfnt tables, cmap 0/4/6/12,
|
||
simple + composite `glyf` outlines, quadratic Béziers, supersampled AA) and a
|
||
glyph cache — no external font library. Arbitrary-size PNGs load as images:
|
||
|
||
```ludic
|
||
let panel = image_load("assets/ui/panel.png")
|
||
draw_9slice(panel, x, y, w, h, 10) # stretch edges/center, keep 10px corners
|
||
draw_image_scaled(icon, x, y, 32, 32)
|
||
```
|
||
|
||
## Retained UI (`ui`)
|
||
|
||
UI is declared as **data** — a widget tree. The engine owns layout (stacked
|
||
panels with padding / gap / alignment / grow), drawing (9-slice skins, images,
|
||
TrueType text, focus highlight) and keyboard focus + activation.
|
||
|
||
```ludic
|
||
var title_font: int = 0
|
||
|
||
ui MainMenu {
|
||
panel id: Root w: 288 pad: 16 gap: 6 skin: "assets/ui/panel.png" inset: 10 align: center {
|
||
label text: "CHRONO RIFT" font: title_font size: 26 fg: Color.Gold align: center
|
||
button id: NewGame text: "New Game" font: title_font size: 16 w: 236
|
||
button id: Quit text: "Quit" font: title_font size: 16 w: 236
|
||
}
|
||
}
|
||
```
|
||
|
||
A widget inherits `font`, `size`, `fg` and `align` from the nearest ancestor that
|
||
sets them, so a panel states a menu's look once and a label only says what differs.
|
||
Widget types: `panel` (container + optional skin/bg/border), `col` / `row`
|
||
(pure stacks), `label`, `button` (focusable), `image`, `spacer`. Props are
|
||
evaluated at build time, so `font: title_font` reads a value the program set first.
|
||
Each `id: Name` mints a `UI_Name` handle (the `ui` block name too), used from
|
||
handlers:
|
||
|
||
```ludic
|
||
handler Boot phase Start {
|
||
title_font = Font.load("…Arial.ttf")
|
||
Ui.build() # construct the tree (loads skins/images)
|
||
Ui.open(UI_MainMenu) # make it active, focus the first button
|
||
}
|
||
handler Nav phase Update {
|
||
Ui.tick(Input.key()) # w/s move focus, space/enter activate
|
||
if Ui.clicked(UI_Quit) { quit() }
|
||
Ui.set_text(UI_HpLabel, `HP {hp}`) # poke dynamic values by id
|
||
}
|
||
handler Draw phase Render { Screen.clear(Color.Black); Ui.render(); Screen.show() }
|
||
```
|
||
|
||
The frame loop ticks navigation on its own, and an activation fires the
|
||
`UiClicked { id }` event, so a menu is usually handled by one listener that can
|
||
change scene directly:
|
||
|
||
```ludic
|
||
# doc-check: skip — illustrative
|
||
@On(UiClicked) handler MenuActions {
|
||
if id == UI_Play { become Play }
|
||
else if id == UI_Quit { quit() }
|
||
}
|
||
```
|
||
|
||
`Ui.open(id: UI_Menu)` activates a menu, `Ui.close()` deactivates it, and
|
||
`Ui.set_text(id: UI_Label, text: s)` updates a label. See `examples/games/menu.ludic`
|
||
for a complete title screen.
|
||
|
||
## Types
|
||
|
||
| Type | Meaning | LLVM IR type |
|
||
|------|---------|--------------|
|
||
| `int` | 32-bit integer | `i32` |
|
||
| `countdown` | an `int` component field the engine steps toward 0 once per Update | `i32` |
|
||
| a bare `enum` | its variants, as an `int` | `i32` |
|
||
| `IVec2` | an integer (x, y) pair by value — `v.x`, `v.y`, `IVec2.make/add/sub/…` | `i64` |
|
||
| `fixed` | Q16.16 fixed-point — deterministic | `i32` |
|
||
| `float` | IEEE single-precision floating point | `float` |
|
||
| `double` | IEEE double-precision floating point | `double` |
|
||
| `bool` | boolean | `i32` |
|
||
| `entity` | entity handle | `i32` |
|
||
| `string` | text (a string literal, an interpolation, a concatenation) | `ptr` |
|
||
| `pointer` | raw address (runtime/FFI, records, anything untyped) | `ptr` |
|
||
| `byte` | one byte value (what `p[i]` on a `bytes` buffer reads) | `i8` |
|
||
| `bytes` | buffer of bytes — `b[i]` reads/writes one byte | `ptr` |
|
||
| `words` | buffer of 32-bit words — `w[i]` reads/writes an `int` | `ptr` |
|
||
| `fixeds` | buffer of `fixed` values — `f[i]` reads/writes a `fixed` | `ptr` |
|
||
| `pointers` | buffer of pointers — `p[i]` reads/writes a `pointer` | `ptr` |
|
||
| `floats` / `doubles` | buffer of floats / doubles — `floats(n)`, `v[i]` | `ptr` |
|
||
|
||
Allocate raw buffers with `bytes(n)` (n bytes) or `words(n)` (n 32-bit words);
|
||
both return a pointer you index with `buf[i]` — retype the binding (`words` /
|
||
`fixeds` / `pointers`) to pick the element size. Use `string` for text and
|
||
`pointer` for an opaque address: the compiler treats both as one pointer type
|
||
(it is the operand kinds, not the name, that select string concatenation and
|
||
content comparison), so the name is documentation for the reader.
|
||
|
||
Numeric literals: `42` and `0x1affff` are `int`; a literal with a decimal
|
||
point (`1.5`) is `fixed`. Arithmetic on two `fixed` values lowers to
|
||
`fxmul`/`fxdiv`; mixing `int` and `fixed` promotes the `int`. Convert with
|
||
`fixed(i)` (int→fixed) and `floor(f)` (fixed→int).
|
||
|
||
### Floating point
|
||
|
||
`float` and `double` are ordinary IEEE numbers with ordinary operators, for
|
||
rendering, GPU data and any math that needs more range than `fixed`:
|
||
|
||
```ludic
|
||
program Shade {
|
||
function falloff(dist: float, radius: float) -> float {
|
||
let k = Math.clamp(1.0 - dist / radius, 0, 1)
|
||
return k * k
|
||
}
|
||
entry {
|
||
let light: float = falloff(2, 8) # ints promote to float
|
||
print(light * 0.5) # 0.28125
|
||
}
|
||
}
|
||
```
|
||
|
||
- **Literals take their type from context.** `1.5` is a `float` where a float is
|
||
expected — a typed binding, a parameter, a field, the other operand — and
|
||
exactly that decimal, not its Q16.16 approximation. With no float in sight it
|
||
stays `fixed`, so existing code keeps its meaning. A whole literal expression
|
||
(`1.0 / 3.0`) is evaluated in the context's type.
|
||
- **`numbers float`.** A file that begins with `numbers float` (or has it inside its `program`
|
||
block) takes bare decimal literals as `float`, not `fixed`; the files it imports inherit the
|
||
mode (runtime files never do). One line in a package's barrel makes the package float.
|
||
- **Promotion.** `int` and `long` promote to the float type of the other operand;
|
||
`float` with `double` promotes to `double`.
|
||
- **Explicit conversions.** `float(x)`, `double(x)`, `int(x)` (truncates toward
|
||
zero), `long(x)`, `fixed(x)` (truncated to Q16.16). `fixed` and the float types never
|
||
mix silently, and a `double` narrows to `float` only through `float(x)`.
|
||
- **`Math.*`** computes in float when given one (`Math.sqrt(2.0 * x)`) and answers
|
||
in that type — `Math.floor(x)` of a float is a float; `sign` returns `int`.
|
||
- **Text.** `string(x)`, `print(x)` and interpolation write the shortest decimal
|
||
that reads back as the same value: `0.3`, `2.0`, `0.30000000000000004`.
|
||
- **Bits.** `float_bits(x)` / `float_from_bits(i)` (and the `double_` pair) move
|
||
the IEEE pattern to and from an integer, for files and packets.
|
||
- **Determinism.** A `@deterministic` function or handler cannot compute with
|
||
floats — the compiler says so — because IEEE results can differ between
|
||
machines. Lockstep simulation stays in `fixed`.
|
||
|
||
## Properties, entities, queries
|
||
|
||
```ludic
|
||
# doc-check: skip — composite: declarations and statements together
|
||
property Pos { x: int = 0, y: int = 0 } # typed fields with defaults
|
||
property Player { } # a tag (no fields)
|
||
|
||
spawn Hero { # create an entity
|
||
Pos { x: 10, y: 5 }
|
||
Player { }
|
||
}
|
||
despawn self() # remove the current entity
|
||
|
||
# iterate every entity that has all listed properties:
|
||
for (p) in query [Pos, {Player}] { p.x = p.x + 1 } # {Tag} filters, doesn't bind
|
||
for (a, b) in query [Pos, Vel] where a.x > 0 { ... } # one var per non-tag term
|
||
```
|
||
|
||
Entities are integer handles; property storage and slot reuse are generated per
|
||
program. `self()` yields the entity of the innermost `query` loop.
|
||
|
||
### A component by entity handle: `Prop.of(e)` / `Prop.has(e)`
|
||
|
||
A query binds components for the entities it visits. When the handle is already
|
||
in a variable — the player, a boss, the `target` of a damage event — `Prop.of(e)`
|
||
gives the same typed binding without a loop, and its fields read and assign like
|
||
any record's:
|
||
|
||
```ludic
|
||
# doc-check: skip — composite: declarations plus statements using them
|
||
property Hero { iframes: int = 0, roll_cooldown: int = 0 }
|
||
var player: int = -1
|
||
|
||
Hero.of(player).iframes = 20 # assign a field
|
||
Hero.of(player).roll_cooldown -= 1 # compound-assign one
|
||
let hero = Hero.of(player) # or bind the component once
|
||
if hero.iframes > 0 { hero.iframes -= 1 }
|
||
```
|
||
|
||
`Prop.of(e)` is unchecked, like a query binding: on an entity that does not carry
|
||
the property it reads that entity's zeroed slot. Guard with **`Prop.has(e)`**,
|
||
which is true only when `e` is a valid handle, alive, and carries the property —
|
||
so `-1` (no entity) and a despawned handle are both simply `false`:
|
||
|
||
```ludic
|
||
# doc-check: skip — illustrative
|
||
if Stats.has(target) { Stats.of(target).hp -= amount }
|
||
```
|
||
|
||
**`Prop.count()`** is the number of live entities carrying `Prop` — the
|
||
"are there foes left?" question without a counting loop — and
|
||
**`Prop.despawn_all()`** despawns every one of them (a room teardown:
|
||
`Position.despawn_all()` clears the world and keeps the config entities).
|
||
|
||
**Timers are a field type.** A component field declared **`countdown`** is an
|
||
`int` the engine steps toward 0 once per Update, for every live entity carrying
|
||
the component, never below 0. Set it, then test it; no handler counts it down:
|
||
|
||
```ludic
|
||
# doc-check: skip — illustrative
|
||
property Roll { frames_left: countdown = 0, cooldown: countdown = 0 }
|
||
Roll.of(player).cooldown = 35 # …and 35 frames later it reads 0
|
||
if Roll.of(player).cooldown == 0 { start_roll() }
|
||
```
|
||
|
||
Both `Prop.of` and `Prop.has` are the typed, compile-time form of the by-name reflection ABI
|
||
(`World.prop_id` / `World.field_id` / `World.get` / `World.set`), which remains
|
||
the tool for code that does not know the property name until runtime (mods,
|
||
engine systems). A package that declares a real `prop_of` / `prop_has` function
|
||
under `@Namespace(Prop)` keeps it — the sugar only applies where no such function
|
||
exists.
|
||
|
||
## Handlers & phases
|
||
|
||
```ludic
|
||
@Queries(these: [Pos, Vel]) # the entities this handler operates on
|
||
@Writes(Pos) # declared data access (parsed and reserved; not
|
||
@Reads(Vel) # yet consumed by any analysis pass)
|
||
handler Move @deterministic phase FixedUpdate
|
||
{ Pos.x = Pos.x + Vel.dx }
|
||
```
|
||
|
||
Phases run in this order every frame: **`Start`** (once at boot), then each
|
||
frame **`Input` → `FixedUpdate` → `Update` → `LateUpdate` → `Render`**.
|
||
`@edge` in front of a `handler` marks one that touches the outside world.
|
||
|
||
Everything a handler declares beyond its `phase` is an `@annotation` — the
|
||
handler's query, its data access, and its modifiers all use one uniform channel
|
||
rather than a mix of prefix keywords and signature clauses. `@export fn …`
|
||
(a C-ABI-exported function), `@edge handler …`, `@deterministic`, `@pure`,
|
||
`@Reads(...)`, `@Writes(...)`. (`@export` sets the export flag; the others parse
|
||
but have no codegen effect in the self-hosted compiler yet.)
|
||
|
||
### Declaring a handler's query (`@Queries`)
|
||
|
||
`@Queries` declares the entities a handler works on. The body then runs **once
|
||
per matching entity**, with each property bound by its own name and `self()`
|
||
giving that entity — the query header lifts out of the body into an annotation:
|
||
|
||
```ludic
|
||
# doc-check: skip — illustrative handler
|
||
@Queries(these: [Battle { hp <= 0 }, Pos], on: Enemy)
|
||
handler CleanBattle phase LateUpdate { despawn self() }
|
||
```
|
||
|
||
is the same program as
|
||
|
||
```ludic
|
||
handler CleanBattle phase LateUpdate {
|
||
for (Battle, Pos) in query [Battle, Pos, {Enemy}] where Battle.hp <= 0 { despawn self() }
|
||
}
|
||
```
|
||
|
||
`these:` lists the bound properties; a `Prop{constraint}` qualifies its bare
|
||
field names to that property (`Battle{hp <= 0}` → `Battle.hp <= 0`). `on: Model`
|
||
adds a `{Model}` kind filter. A handler with no `@Queries` runs once per tick.
|
||
For a constraint that spans two properties (`Pos.x > Vel.dx`), or several kind
|
||
filters, write the loop out with an inline `for (…) in query […] where …`
|
||
instead — `@Queries` covers the common per-property case.
|
||
|
||
### Conditions
|
||
|
||
A query selects on more than *which* properties an entity has. `where` is an
|
||
ordinary expression evaluated with the bindings in scope, so entities can be
|
||
matched on their field values:
|
||
|
||
```ludic
|
||
# doc-check: skip — illustrative @Queries constraint
|
||
@Queries(these: [Battle { hp <= 0 }, Stats { level > 3 }])
|
||
```
|
||
|
||
The same `where` works on an inline `for (…) in query […]`; in `@Queries` the
|
||
equivalent is a per-property `Prop{constraint}`.
|
||
|
||
A constraint is evaluated **per candidate entity**, so it is the wrong place for
|
||
a guard that concerns the whole handler (re-reading `reg(R_MODE)` for every
|
||
entity). Keep whole-handler guards in the body of a handler with no `@Queries`,
|
||
wrapping an inline query — as `CleanBattle` does in
|
||
`examples/games/chronorift/combat.ludic`.
|
||
|
||
### Matching is lazy, not snapshotted
|
||
|
||
Both forms iterate entities by id and re-check the match as they reach each one;
|
||
there is no per-tick array of matched entities. Consequences worth knowing:
|
||
|
||
* `despawn` of the current entity, or of one already visited, is safe.
|
||
* An entity **spawned during the loop at a higher id is visited in the same
|
||
tick**. Spawn into a later phase if you don't want that.
|
||
|
||
### Engine-owned systems
|
||
|
||
Some systems are run by the **engine**, not written as a `handler`. A game opts
|
||
in by declaring a well-known component and carrying it on a model; the compiler
|
||
inserts the matching system into the frame loop, so the component is ticked with
|
||
no handler wired. The systems stand on the by-name reflection ABI, so they never
|
||
compile against a fixed layout — a component with the right field names is
|
||
enough, and a game that declares none is byte-for-byte unchanged.
|
||
|
||
| Component | Phase | Effect |
|
||
|---|---|---|
|
||
| `SpriteAnim { ticks, fps, frames, mode, frame }` | `Update` | advances `frame` — spritesheet frame animation (`mode` 0 loop, 1 once, 2 ping-pong). Optional `event_frame`/`event_fired` fields arm a frame event (`Anim.on_frame` / `Anim.fired`) |
|
||
| `Motion { ticks, dur, from, to, ease, value, done }` | `Update` | advances `value` — value tween (`ease` 0 linear, 1 in, 2 out, 3 in-out), latches `done` |
|
||
| `Light2D { x, y, radius, color, intensity }` | `Render` | additive radial glow; the engine runs the whole 2D light pass and presents. Optional `direction`/`spread` (cone), `falloff`, `softness`, `gel` fields select the render-quality tiers |
|
||
| `Occluder { x, y, w, h }` | `Render` | a rectangular shadow caster the light pass carves out |
|
||
| `Ambient { color }` | `Render` | one entity tints the whole scene (night/cave) before lights accumulate |
|
||
|
||
```ludic
|
||
# doc-check: skip — illustrative engine-owned system
|
||
property SpriteAnim { ticks: int = 0, fps: int = 0, frames: int = 0, mode: int = 0, frame: int = 0 }
|
||
model Hero { Pos, SpriteAnim }
|
||
# spawn a walking 6-frame clip at 10 fps; the engine advances SpriteAnim.frame
|
||
spawn Hero { Pos { x: 0, y: 0 } SpriteAnim { fps: 10, frames: 6, mode: 0 } }
|
||
```
|
||
|
||
An **ergonomic layer** sits over the animation components: register named clips
|
||
with `Anim.clip("run", frames, fps, mode)` and (re)start one with
|
||
`Anim.play(entity, "run")` (or `Anim.play(entity, fps, frames, mode)`); arm frame
|
||
events with `Anim.on_frame` / read them with `Anim.fired`; start a value tween in
|
||
one call with `Motion.to(entity, from, to, dur, ease)`. Standalone **fluent tween
|
||
handles** — `Tween.to` / `Tween.chain` / `Tween.delay`, read with `Tween.value` /
|
||
`Tween.done` / `Tween.parallel` and cancelled with `Tween.stop` — sequence
|
||
multi-step motion the engine advances each tick, beyond a single `Motion`.
|
||
|
||
A `Light2D` / `Occluder` reads its position from a `Position { x, y }` component
|
||
on the same entity when the entity carries one, else from its own `x` / `y`
|
||
fields — so "Position + Light2D" and a self-positioned light both work. With
|
||
`Light2D` present the engine owns the frame flip: a draw handler renders the
|
||
scene and does **not** call `Screen.show`. Beyond the radial core the light pass
|
||
carries the render-quality tiers — `Light.spot` cones, a `Light.falloff`
|
||
exponent, `Light.soft` shadows (penumbra), `Light.gel` colour cookies,
|
||
normal-mapped surfaces (`Light.normal` + `Light.height`), and a
|
||
`Light.time_of_day` day/night ramp — every one deterministic.
|
||
|
||
### Managers: the engine owns the small stuff
|
||
|
||
Beyond the component systems, a few engine-owned managers cover what every game
|
||
otherwise hand-rolls — each a namespace, nothing to declare:
|
||
|
||
| Manager | What it owns |
|
||
|---|---|
|
||
| `Fx.sparks` / `Fx.number` / `Fx.clear` | transient sparks and floating numbers: moved, aged, drawn after the sprites, dropped when done |
|
||
| `Audio.define(name:, path:)` then `Audio.play(name:)` / `Audio.play_music(name:)` | a sound bank by name; the handle form still works |
|
||
| `Camera.shake_for(amount:, frames:)` | a timed screen shake the engine decays |
|
||
| `Assets.enqueue` / `pump` / `progress` / `ready`, `Assets.get`, `Audio.play(name:)`, `Assets.font` | one preload queue for images, sounds and fonts, sorted by extension |
|
||
| `Prefab.spawn(name:)` | spawning a prefab chosen at runtime |
|
||
| `Map.get/set/fill/rect/border/random_cell/random_cell_far/to_tile/is_solid/is_solid_at` | the tilemap edited in place, and what is solid per the `Solids` config (projectiles die on it too) |
|
||
| `Stats { damage_pct, crit_pct, leech_pct, thorns, fire_rate_pct }`, `Stats.add`, `Stats.scale_hp` | the build stats every action game bolts on, applied by `Combat.damage` and the weapon system |
|
||
| `Dash`, `Melee` (ludic.shooter), `Dungeon.*` (ludic.dungeon), `Brain { hunt_blind }` (ludic.npcai) | the dodge roll with i-frames, the arc swing with knockback, arena rooms with exits, relentless pursuit |
|
||
| `PadButton.A/B/X/Y/…`, `CursorMode.*` | names for the input runtime's numbers |
|
||
| `TopDown { reticle }`, `Weapon.set_color`, `Sprite.draw_meter`, `Collider.center`, `Prefs.max`, `Assets.enqueue_dir` | the aim line, engine-drawn shots, icon meters, box centres, high scores, a whole asset directory |
|
||
| `Sprite { move_id, face, flash, blink }` | the run strip while moving, facing by movement, a white hit flash and an invulnerability blink — all engine-driven |
|
||
| `IVec2.distance2/within/heading/along/step`, `Angle.diff_degrees`, `List.sample`, `Input.move_i`, `Screen.bar` | the geometry, sampling, movement intent and meters every action game rewrites |
|
||
|
||
### Input actions & deterministic replay
|
||
|
||
Beyond the raw `Input.key()` (this frame's key code), gameplay can read **named
|
||
actions** instead of physical keys, so a key is rebindable and a control scheme
|
||
is data. `Input.bind(action, key)` binds a key; `Input.down(action)` /
|
||
`Input.pressed(action)` read it (held vs one-shot edge); `Input.rebind(action,
|
||
from, to)` remaps it at runtime. `Input.poll()` is the single per-frame input
|
||
read the actions sit on — which is what makes **deterministic replay** fall out:
|
||
`Input.record()` captures the polled key each frame and `Input.replay()` feeds
|
||
the tape back, so a run reproduces exactly (the seed of lockstep netcode). All
|
||
integer and deterministic. See `examples/library/input_actions.ludic`.
|
||
|
||
A **device layer** sits over this for input past one key per frame: multiple
|
||
simultaneous held keys (`Input.key_down` / `key_pressed` / `key_released`),
|
||
analog `Input.axis(neg, pos)` and a normalized `Input.vector(l, r, u, d)`, the
|
||
mouse (`Input.mouse_x/y`, `mouse_dx/dy`, `mouse_down`, `wheel`), gamepads
|
||
(`Input.pad_button` / `pad_axis` / `pad_connected`) and touch
|
||
(`Input.touch_count` / `touch_x/y`). The held set is fed by the window when
|
||
windowed, and by the `Input.press` / `Input.set_mouse` / `Input.set_pad` /
|
||
`Input.set_touch` injection on every target — Godot-style action injection for
|
||
replays, AI and network-fed input — and record/replay snapshots the whole
|
||
per-frame state. See `examples/library/input_device.ludic`.
|
||
|
||
Everything is integer and deterministic (the frame clock ticks at a fixed 60/s),
|
||
so animation, motion and lighting reproduce exactly under replay and lockstep
|
||
netcode. See `examples/library/anim_ecs.ludic` and `examples/library/light_ecs.ludic`.
|
||
|
||
## Annotations
|
||
|
||
Declarations carry `@annotations` in front of them — `@export`, `@edge`, `@pure`,
|
||
`@deterministic` — one uniform channel rather than a set of prefix keywords. Two
|
||
annotations replace a clause with a decorator.
|
||
|
||
**`@Queries` — a handler's query as a decorator.** Instead of the `query (v) […]`
|
||
clause, a handler annotates its query, with each property's constraints written
|
||
inline and the model given as `on:`:
|
||
|
||
```ludic
|
||
# doc-check: skip — composite: a handler plus its property/model declarations
|
||
property Transform { x: int = 0, scale: int = 1 }
|
||
property Velocity { dx: int = 0, dy: int = 0 }
|
||
model Actor { Transform, Velocity }
|
||
|
||
@Queries(these: [Transform { scale > 0 }, Velocity { dx > 0 or dy > 0 }], on: Actor)
|
||
handler Move phase Update {
|
||
Transform.x = Transform.x + Velocity.dx # each property is bound by its name
|
||
}
|
||
```
|
||
|
||
It desugars to the ordinary loop
|
||
|
||
```ludic
|
||
# doc-check: skip — the desugaring of the @Queries above
|
||
for (Transform, Velocity) in query [Transform, Velocity, {Actor}]
|
||
where Transform.scale > 0 and (Velocity.dx > 0 or Velocity.dy > 0) { … }
|
||
```
|
||
|
||
— 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
|
||
property Velocity {
|
||
dx: int = 0
|
||
dy: int = 0
|
||
@Computed speed2: int = dx * dx + dy * dy # v.speed2 == v.dx*v.dx + v.dy*v.dy
|
||
}
|
||
```
|
||
|
||
**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, and `self()` is that entity; `@OnSpawn` is a constructor
|
||
(`@OnSpawn(Hero) handler Remember { player = self() }`), `@OnDespawn` a destructor.
|
||
Despawn doesn't statically know an entity's model, so despawn hooks compile to
|
||
functions dispatched on the entity's kind. `@OnDespawn` may take an optional
|
||
**reason**: `@OnDespawn(Enemy, reason: r)` binds `r` to an `EndReason` the
|
||
compiler passes at each teardown site — `EndReason.Despawned` for an in-world
|
||
`despawn`, `EndReason.Quit` when the program exits. At shutdown every still-live
|
||
entity's `@OnDespawn` fires with `Quit` (no silent deaths), so teardown can
|
||
branch on *why* it is ending — save on `Quit`, drop loot otherwise.
|
||
- **`@OnAttach(Property)` / `@OnDetach(Property)`** — a *property* attached to or
|
||
removed from an entity, with the property bound by name. `@OnAttach` fires once
|
||
the fields are seeded (a per-property constructor); `@OnDetach` fires when the
|
||
property is removed, *before* its has-flag clears, so the body can read the
|
||
outgoing value (a per-property destructor). They pair with the `attach` /
|
||
`detach` statements below.
|
||
|
||
```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
|
||
@OnDespawn(Enemy, reason: r) handler End { # destructor that knows why
|
||
match r { EndReason.Quit => save(); _ => drop_loot(Health.hp) }
|
||
}
|
||
@OnAttach(Sprite) handler Load { Sprite.id = image_load("goblin.png") }
|
||
@OnDetach(Sprite) handler Free { image_drop(Sprite.id) } # paired teardown
|
||
@OnQuit handler Save { save() } # once, at shutdown
|
||
```
|
||
|
||
**Enable / disable — pause, don't destroy.** `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.
|
||
|
||
**Attach / detach — add, don't just resume.** Where `enable`/`disable` *pause* a
|
||
property that already belongs to an entity, `attach`/`detach` change what the
|
||
entity *has*:
|
||
|
||
- **`attach P on e` / `attach P on e { field: v, … }`** — add property `P` to a
|
||
live entity, seeding its fields from the defaults plus any overrides, and fire
|
||
`@OnAttach(P)`. It fires only on a real transition: attaching a property the
|
||
entity already has is a no-op.
|
||
- **`detach P on e`** — remove `P`, firing `@OnDetach(P)` (which still reads the
|
||
outgoing value) before the has-flag clears. Also a no-op if `P` is absent.
|
||
|
||
The distinction mirrors DOTS's enableable components vs structural add/remove, or
|
||
Bevy's disable vs `Remove`: `disable` is a reversible pause that keeps the data;
|
||
`detach` is a structural removal (a following `attach` re-seeds fresh fields).
|
||
|
||
```ludic
|
||
# doc-check: skip — enable/disable + attach/detach
|
||
@OnDisable(Shield) handler Down { play("shield_break.wav") }
|
||
@OnEnable(Shield) handler Up { play("shield_up.wav") }
|
||
@OnAttach(Shield) handler Grab { play("shield_get.wav") }
|
||
@OnDetach(Shield) handler Drop { play("shield_drop.wav") }
|
||
|
||
disable Shield on self() # pause: this entity loses its shield; data kept
|
||
enable Shield on self() # resume: shield back, amount unchanged
|
||
attach Shield on self() { amount: 3 } # structural: give it a fresh shield
|
||
detach Shield on self() # structural: take the shield away entirely
|
||
disable Gravity # a whole model sits out every query
|
||
disable AiThink # a handler stops running each phase
|
||
```
|
||
|
||
See [`examples/lang/toggle.ludic`](examples/lang/toggle.ludic) for the three enable/disable
|
||
scopes, [`examples/lang/detach.ludic`](examples/lang/detach.ludic) for the structural
|
||
attach/detach pair, and [`examples/lang/reason.ludic`](examples/lang/reason.ludic) for
|
||
reason-carrying teardown. The rest of the lifecycle roadmap (value-change hooks,
|
||
query-membership edges, keyed effects) is in
|
||
[the Lifecycle design](https://git.workshopsoft.io/workshopsoft/ludic/wiki/Design/Lifecycle).
|
||
|
||
**`@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/lang/annotations.ludic`](examples/lang/annotations.ludic) (queries, computed
|
||
fields, one hook) and [`examples/lang/lifecycle.ludic`](examples/lang/lifecycle.ludic) (the
|
||
whole timeline), plus [`examples/lang/toggle.ludic`](examples/lang/toggle.ludic)
|
||
(enable/disable). Scenes and their `on enter` / `on exit` lifecycle blocks are
|
||
implemented — see "Scenes & layers" below. (An annotation spelling,
|
||
`@OnEnter(Scene)` / `@OnExit(Scene)`, is a designed but not-yet-built convenience
|
||
— see [the Scenes design](https://git.workshopsoft.io/workshopsoft/ludic/wiki/Design/Scenes); today the hooks are written as `on
|
||
enter { … }` inside the `scene`.)
|
||
|
||
## Events & modding (`event`, `emit`, `@On`)
|
||
|
||
Where lifecycle hooks are the *closed, in-language* reactions the game author
|
||
compiles in, **events are the open, runtime surface a game exposes to mods** —
|
||
code loaded after compilation, in any language with a C ABI. The two share their
|
||
fire sites; an event is a hook seen from across the ABI. A program that declares
|
||
no `event` is compiled byte-for-byte as before.
|
||
|
||
- **`event E { field: T = default, … }`** declares a public event carrying a flat
|
||
POD payload (fields may be empty). **`@On(E) handler Name { … }`** registers an
|
||
in-language listener whose body reads the payload fields by name. **`emit
|
||
E(field: v, …)`** fires it — every listener runs, in declaration order, as a
|
||
direct call. It all desugars to a `@ev_<E>` function; there is no interpreter.
|
||
|
||
```ludic
|
||
# doc-check: skip — illustrative
|
||
event Hurt { entity: int, amount: int }
|
||
@On(Hurt) handler Flash { hud_flash(amount) } # payload bound by name
|
||
emit Hurt(entity: e, amount: 5) # fires every listener
|
||
```
|
||
|
||
- **The foreign ABI.** Each event also generates `int ludic_on_<E>(void (*cb)(Ev*))`
|
||
and a payload struct `%Ev_<E>`, so a mod in C / Lua / JS (over its FFI) registers
|
||
a callback and is dispatched to right after the native listeners — the closed and
|
||
open halves, one dispatch. Native listeners cost a direct call; foreign ones one
|
||
indirect call over a fixed-capacity array (registration order = dispatch order,
|
||
so a modded game stays deterministic). See [`examples/events/mod_events.ludic`](examples/events/mod_events.ludic).
|
||
|
||
- **`@Public` promotes a lifecycle hook to an event, across the whole
|
||
architecture.** The game's own lifecycle becomes moddable with no hand-written
|
||
`emit`, at every scope:
|
||
- **program** — `@Public @OnStart`/`@OnQuit` → `program_start` / `program_quit`
|
||
(the top-level mod entry/exit points). See [`examples/events/program_events.ludic`](examples/events/program_events.ludic).
|
||
- **models** — `@Public @OnSpawn(Enemy)`/`@OnDespawn(Enemy)` →
|
||
`model_Enemy_spawn` / `model_Enemy_despawn` (entity, + `EndReason` on despawn).
|
||
See [`examples/events/promote.ludic`](examples/events/promote.ludic).
|
||
- **properties** — `@Public @OnAttach/@OnDetach/@OnEnable/@OnDisable(P)` →
|
||
`prop_<P>_attach` / `_detach` / `_enable` / `_disable`. See [`examples/events/prop_events.ludic`](examples/events/prop_events.ludic).
|
||
- **scenes** — a `public` scene → `scene_<S>_enter` / `scene_<S>_exit`. See [`examples/events/scene_events.ludic`](examples/events/scene_events.ludic).
|
||
- **layers** — a `public` layer, with `enable layer L` / `disable layer L`
|
||
flipping the layer on and off (its handlers stop while hidden) →
|
||
`layer_<L>_show` / `layer_<L>_hide`. See [`examples/events/layer_events.ludic`](examples/events/layer_events.ludic).
|
||
|
||
- **`cancellable` events are decisions, not just notifications.** A listener on a
|
||
`cancellable` event may `cancel` it (a foreign listener sets the payload's
|
||
trailing `cancelled` flag); `emit E(…)` used as an *expression* yields that flag,
|
||
so the caller applies the action only when it wasn't vetoed — the Bukkit/DOM
|
||
`preventDefault` shape. See [`examples/events/cancel.ludic`](examples/events/cancel.ludic).
|
||
|
||
```ludic
|
||
# doc-check: skip — illustrative
|
||
event cancellable BeforeHurt { amount: int }
|
||
@On(BeforeHurt) handler Armor { if amount > 10 { cancel } }
|
||
if emit BeforeHurt(amount: dmg) == 0 { hp = hp - dmg } # apply only if not vetoed
|
||
```
|
||
|
||
The full modding roadmap — the world-table reflection ABI, scoped/leak-proof
|
||
listeners, and the sandbox — is in [the Events design](https://git.workshopsoft.io/workshopsoft/ludic/wiki/Design/Events).
|
||
|
||
## 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 }
|
||
|
||
function 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) }
|
||
}
|
||
```
|
||
|
||
A slice whose contents are known up front is written as a **list literal**:
|
||
`[2, 3, 5, 7]` or `["ember", "depths"]` builds a fresh slice holding exactly those
|
||
elements. The first element fixes the element type (`[]int`, `[]string`, a
|
||
record type, …) and every later element must match it; an empty `[]` is an error
|
||
(there is nothing to infer from — use `new []T`). List literals are the natural
|
||
way to write a table of records: `let rows = [Row { … }, Row { … }]`.
|
||
|
||
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
|
||
|
||
**Functions are values.** `fn(int, float) -> bool` is a type (no `->` means it returns
|
||
nothing), `fn name` is any top-level function as a value of its own type, and a call through a
|
||
local, a global, a record field, a slice element, a parameter or a result of a function type
|
||
calls whatever it holds. Two function types mix only when they are the same, and a value may be
|
||
`null`. A registry holds behaviour this way, and a package takes a callback:
|
||
|
||
```ludic
|
||
# doc-check: skip — illustrative
|
||
property Kind { name: string = "", use: fn(Thing) -> bool = null }
|
||
function kind_def(name: string, use: fn(Thing) -> bool) -> void { ... }
|
||
kind_def("bush", fn bush_use)
|
||
if kinds[k].use(t) { sound_pickup() }
|
||
```
|
||
|
||
```ludic
|
||
function heal(amount: int) -> int { return amount * 2 }
|
||
```
|
||
|
||
A call passes arguments **positionally or by name**. A named argument is the
|
||
parameter's name, a colon, and the value; named arguments may come in any order
|
||
and are reordered to the declaration at compile time. A call is either all
|
||
positional or all named — the two do not mix. This works for every callable:
|
||
bare functions, `namespace` and `@Namespace` functions, externs, and the
|
||
builtin namespaces (`Screen.*`, `Input.*`, …):
|
||
|
||
```ludic
|
||
# doc-check: skip — composite: a declaration plus its uses
|
||
function define_weapon(name: string, fire_rate: int, damage: int) -> int { … }
|
||
|
||
define_weapon("pistol", 9, 14) # positional
|
||
define_weapon(name: "pistol", fire_rate: 9, damage: 14) # named, reads as a table row
|
||
Weapon.def(damage: 14, name: "pistol", fire_rate: 9) # any order, on a namespace too
|
||
```
|
||
|
||
```ludic
|
||
extern function c_hypot(a: fixed, b: fixed) -> fixed = "hypot_fx" # bind a C symbol
|
||
```
|
||
`extern function … = "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/library/`).
|
||
|
||
## 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) · `attach` / `detach` (a property `on e`) · `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).
|
||
|
||
A program-scope `var` may be initialized with **any expression** — a literal, an
|
||
`Enum.Variant`, a `new Record`, a call. What the compiler can fold becomes the
|
||
global's initial value; the rest runs once at startup, in declaration order,
|
||
after the runtime boots and before the `Start` phase:
|
||
|
||
```ludic
|
||
# doc-check: skip — illustrative globals
|
||
var run: Progress = new Progress # allocated before Start
|
||
var origin: IVec2 = IVec2.zero()
|
||
var mode: HeroState = HeroState.Idle # folded
|
||
```
|
||
|
||
Declaring the same `var` twice is an error — including a name the spliced engine
|
||
runtime already uses, which the message says (`variable ui_font is also a
|
||
variable of the engine runtime; choose another name`).
|
||
|
||
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/games/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).
|
||
|
||
The store is usually a program-scope `var`. Declare it with an **enum type** and
|
||
the machine's states are that enum's variants, matched by name — so the rest of
|
||
the program compares the store against `HeroState.Rolling` and the machine needs
|
||
no `= value` on any state:
|
||
|
||
```ludic
|
||
# doc-check: skip — composite: declarations plus a machine over them
|
||
enum HeroState { Idle, Rolling, Swinging }
|
||
var hero_state: HeroState = HeroState.Idle
|
||
|
||
machine hero_state {
|
||
state Idle { if wants_roll { become Rolling } } # HeroState.Idle
|
||
state Rolling { if done { become Idle } } # HeroState.Rolling
|
||
state Swinging { … }
|
||
}
|
||
if hero_state == HeroState.Rolling { … } # readable from anywhere
|
||
```
|
||
|
||
A state that names no variant of the store's enum is a compile error. A bare
|
||
(payload-free) enum is an `int`-sized type wherever a type is written — a `var`,
|
||
a parameter, a field, a return.
|
||
|
||
## 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 bare 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`. A plain (all-bare) enum is a naming
|
||
layer over `int`: an enum value lives in an ordinary `int` or register (and is
|
||
saved with it). See `examples/games/chronorift/combat.ludic`, whose battle menus
|
||
dispatch on `KnightAct`/`MageAct` instead of `0..3`.
|
||
|
||
A variant may instead carry a **payload**, which makes the enum a *tagged union*:
|
||
|
||
```ludic
|
||
# doc-check: skip — composite: a declaration plus its uses
|
||
enum Tile { Empty, Wall, Door(int), Portal(int, int) }
|
||
|
||
let t: Tile = Door(3) # constructed by name; bare Empty for no payload
|
||
match t {
|
||
Empty => rest()
|
||
Wall => block()
|
||
Door(n) => open(n) # payload bound as `n` in this arm
|
||
Portal(x, y) => teleport(x, y) # both fields bound
|
||
}
|
||
```
|
||
|
||
A payloaded value is boxed (a tag plus its payload slots) and carries the enum's
|
||
type, so it flows through `let`, params and returns. A tagged `match` is checked
|
||
for **exhaustiveness** — every variant must be handled or a `_` arm given — and
|
||
constructor/pattern arities are checked, so adding a variant flags each match that
|
||
must learn it. Bare enums are untouched by this and keep their zero-cost form.
|
||
|
||
## 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. Every other reference — records, slices,
|
||
enums — compares by identity, and comparing a string with one is a compile error.)
|
||
|
||
**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 `{{` / `}}`.
|
||
|
||
**Slicing.** `s[a..b]` is a fresh substring of the bytes `[a, b)`, and `len(s)`
|
||
is a string's byte length — so `path[0..len(path) - 6]` trims an extension and
|
||
`s[i]` still indexes a single byte. `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 fixed(i)->fixed floor(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.close() 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) (bare only)
|
||
# assets png_load(path)->id (decodes a PNG; returns a 16x16 sprite id)
|
||
# input Input.key()->int (current frame's key code, 0 if none)
|
||
# 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)
|
||
# length len(x) -> int (elements of a slice, or bytes of a string)
|
||
# OpenGL Gl.<snake_name>(…) every OpenGL 4.1 core entry point (glBindBuffer -> Gl.bind_buffer,
|
||
# GL_* constants as-is) float/double parameters take fixed; buffers are bytes/words
|
||
# Gl.open(width,height,title) Gl.swap() Gl.screenshot(path) Gl.program(vs,fs) Gl.vao() Gl.floats(n) …
|
||
# process arg_count()->int arg(i)->str (the command line; argv[0] included)
|
||
# exit(code) run(cmd) getenv(name) read_char()->int
|
||
# file_stderr()->ptr file_stdout()->ptr (handles for file_write)
|
||
```
|
||
|
||
## Tooling
|
||
|
||
```bash
|
||
ludic new mygame # a project that builds and plays as it stands
|
||
ludic run # compile src/main.ludic and run it
|
||
ludic build --headless # headless build (renders out.ppm; reads stdin)
|
||
ludic test # compile and run the project's `test` blocks
|
||
ludic test tests/math.ludic --test adds # just the test named "adds" (-v: every result line)
|
||
|
||
ludicc app.ludic -o build/app # the compiler directly: a native binary
|
||
ludicc app.ludic --emit-llvm -o app.ll # stop at LLVM IR
|
||
```
|
||
|
||
`ludic` is the CLI (`ludic help`); `ludicc` is the compiler it drives, built from
|
||
the IR seed by `bin/ludic-dev build-cli`. **[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`) that `bin/ludic build` / `bin/ludic-dev reseed` 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 formatter — `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, reported as
|
||
`file:line: error: message`; richer static checks (unknown identifiers,
|
||
duplicate types, unknown fields, arity) are future work.
|
||
|
||
`ludic-fmt --check` also enforces a project's style, stated in its `package.ludic`:
|
||
|
||
```
|
||
lint one_statement # two statements on one line
|
||
lint max_file_lines 100
|
||
lint max_function_lines 50
|
||
lint max_comment_lines 2 # a comment says why, in a line or two
|
||
lint max_header_lines 3 # the comment that opens a file
|
||
lint paths "src" "lab" # what `ludic-fmt --lint` walks
|
||
lint baseline "tests/lint-baseline.txt"
|
||
```
|
||
|
||
`ludic-fmt --lint` checks the project's paths; the baseline is a ratchet - the violations each file
|
||
had when a rule came in, which it may keep but not add to, lowered automatically as they are
|
||
fixed - so a rule can arrive in a codebase that breaks it today (`ludic-fmt --init-baseline`
|
||
writes it). A `;` or a `#` inside a string does not count.
|
||
|
||
### Editors
|
||
|
||
```bash
|
||
bin/ludic-dev tools # -> bin/ludic-fmt, bin/ludic-lsp
|
||
bin/ludic-fmt -w src/ # format in place (keeps comments)
|
||
bin/ludic-fmt --check . # CI: exit 1 if anything is unformatted
|
||
bin/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/games/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/games/menu.ludic` — a retained-UI title screen (9-slice panel, TrueType
|
||
labels, focusable buttons).
|
||
- `examples/games/snake.ludic` — Snake, no assets — same compiler, proving generality.
|
||
|
||
```bash
|
||
bin/ludic build examples/games/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.
|
||
|
||
- **`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 `bin/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
|
||
[the Bootstrap deep-dive](https://git.workshopsoft.io/workshopsoft/ludic/wiki/Bootstrap) §4.
|
||
|
||
## Scenes & layers
|
||
|
||
> **Implemented (S0).** `scene`, `layer`, and the `on enter` / `on exit` hooks
|
||
> compile; [`examples/lang/scenes.ludic`](examples/lang/scenes.ludic) runs and is checked
|
||
> by `bin/ludic-dev test`. A scene lowers to a `machine` the compiler writes for you: one
|
||
> implicit active-scene register, states numbered by declaration order, and
|
||
> `become` as two direct calls plus a store. Richer scene features (the overlay
|
||
> stack, scene-owned entities, scene-local state, transition parameters) are
|
||
> designed in [the Scenes design](https://git.workshopsoft.io/workshopsoft/ludic/wiki/Design/Scenes) and not built yet.
|
||
|
||
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); its `on enter` fires once at boot, right
|
||
after the `Start` phase.
|
||
- 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. From code no scene owns — a global handler, an `@On(Event)` listener, a
|
||
plain function — `become` runs the *live* scene's `on exit` through one
|
||
generated dispatch (`@L_scene_leave`), so a menu can react to `UiClicked` and
|
||
`become Play` from a listener.
|
||
- **`scene Title shows TitleMenu { … }`** — the scene owns a `ui` block: the
|
||
engine frees the cursor and opens the menu on enter, draws it last in the
|
||
`Overlay` phase, and closes it on exit. The scene's own handlers stay for the
|
||
rest (`Ui.set_text` in `on enter`, a `Hud.draw()` under an overlay menu).
|
||
- **`scene Splash lasts 110 then Title { … }`** — a timed scene: the engine counts
|
||
the frames and moves on. **`scene Loading start loads then Title { … }`** — a
|
||
loading scene: the engine pumps the `Assets` queue each frame, draws a default
|
||
progress bar, fires `AssetsReady` once, and moves on when everything is in.
|
||
- **`button id: Resume text: "Resume" goto: Play`** in a `ui` block — a click
|
||
changes scene; no listener to write for the plain navigation buttons.
|
||
- Handler names inside a scene's layers are qualified by the scene (`Play_Draw`),
|
||
so two scenes may both have a `Draw`; `enable` / `disable` by the bare name
|
||
still resolves inside that scene.
|
||
- A layer handler may carry **`@Queries`** (and only that annotation), so a scene
|
||
owns its per-entity systems: `@Queries(these: [Particle]) handler AgeSparks
|
||
phase Update { … }` runs once per matching entity, only while the scene is
|
||
active.
|
||
- **The active scene is snapshotted per phase.** A `become` mid-phase runs its
|
||
`on exit`/`on enter` immediately, but the switch of *which layers dispatch*
|
||
takes effect at the next phase boundary — so exactly one scene's layers run in
|
||
any single phase, and a `become` in `Update` is visible to that same frame's
|
||
`Render`.
|
||
|
||
[`examples/lang/scenes.ludic`](examples/lang/scenes.ludic) is a runnable, tested example
|
||
of these rules.
|
||
|
||
## 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/lang/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.
|