game/module -> program, main -> entry, component -> property, archetype -> model, system -> handler. Done via a transitional self-hosting bootstrap: parser accepts both -> reseed -> compiler source moved to new keywords + parser tightened to new-only -> reseed (fixpoint holds). Old keywords now rejected. Token-safe corpus migration (tools/ludic-tools/rename_kw.c) leaves the LLVM @main/entry: labels in emit strings untouched; goldens byte-identical. Editor vocab (header/JetBrains/TextMate/emacs), check-docs wrapper, and doc fences updated; error string 'unknown component' -> 'unknown property'. test.sh 14/14, test-tools 28/0, check-vocabulary green. (Doc prose pass to follow.) Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
138 lines
4.6 KiB
Text
138 lines
4.6 KiB
Text
# draw.ludic — the Render system (overworld, battle, and overlay screens).
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handler Draw phase Render {
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let m = reg(R_MODE)
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clear(0x101018)
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if m == 0 {
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let cx = 0
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let cy = 0
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for (p) in query [Pos, {Player}] {
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cx = clamp(p.x * 16 - 152, 0, MW * 16 - 320)
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cy = clamp(p.y * 16 - 112, 0, MH * 16 - 240)
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}
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let tx0 = cx / 16
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let ty0 = cy / 16
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for ty in ty0 .. ty0 + 16 {
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for tx in tx0 .. tx0 + 21 {
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let c = tile(tx, ty)
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let sx = tx * 16 - cx
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let sy = ty * 16 - cy
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let base = SPR_GRASS
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match c {
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'r' => base = SPR_PATH
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',', 'S', 'B' => base = SPR_FLOOR
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'=' => base = SPR_WALL
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}
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draw_sprite(base, sx, sy)
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if c == 'T' { draw_sprite(SPR_TREE, sx, sy) }
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if c == '#' { draw_sprite(SPR_TREE, sx, sy) }
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if c == 'H' { draw_sprite(SPR_HOUSE, sx, sy) }
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if c == 'D' { draw_sprite(SPR_DOOR, sx, sy) }
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if c == 'S' { draw_sprite(SPR_DOOR, sx, sy) }
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if c == 'B' {
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if reg(R_BOSS) == 0 { draw_sprite(SPR_BOSS, sx, sy) }
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}
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}
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}
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for (p, a) in query [Pos, Actor] {
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draw_sprite(a.kind, p.x * 16 - cx, p.y * 16 - cy)
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}
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for (h, pp) in query [Stats, Party] {
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if pp.slot == 0 {
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fill_rect(4, 4, 96, 38, 0x0c0c16)
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frame_rect(4, 4, 96, 38, 0x3a3a55)
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text(8, 8, "LV", 0xffe08a, 1)
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text_int(24, 8, h.lvl, 0xffffff, 1)
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text(8, 18, "HP", 0x88ff88, 1)
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text_int(24, 18, h.hp, 0xffffff, 1)
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text(8, 28, "G", 0xffd24a, 1)
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text_int(18, 28, reg(R_GOLD), 0xffffff, 1)
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text(54, 28, "PO", 0x88ffcc, 1)
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text_int(72, 28, reg(R_POTION), 0xffffff, 1)
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}
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}
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}
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if m == 1 {
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fill_rect(0, 0, 320, 176, 0x241a2e)
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for (e, a) in query [Stats, Actor, {Enemy}] {
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let bs = 5
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if reg(R_ETYPE) == 2 { bs = 7 }
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draw_sprite_scaled(a.kind, 160 - bs * 8, 44, bs)
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text(100, 20, enemy_name(reg(R_ETYPE)), 0xffffff, 1)
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fill_rect(100, 30, 120, 8, 0x401018)
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fill_rect(100, 30, e.hp * 120 / e.maxhp, 8, 0xe04040)
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}
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let ph = reg(R_PHASE)
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let act = 0
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if ph >= 2 { act = 1 }
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if ph >= 4 { act = 2 }
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fill_rect(0, 176, 320, 64, 0x0c0c16)
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frame_rect(0, 176, 320, 64, 0x3a3a55)
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for (st, pt) in query [Stats, Party] {
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let hx = 6 + pt.slot * 92
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let spr = 5
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if pt.slot == 1 { spr = 9 }
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if pt.slot == act { frame_rect(hx - 2, 180, 88, 44, 0xffff00) }
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draw_sprite_scaled(spr, hx, 184, 2)
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if pt.slot == 0 { text(hx + 36, 182, "KNIGHT", 0xffe08a, 1) }
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if pt.slot == 1 { text(hx + 36, 182, "MAGE", 0xc9a0ff, 1) }
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text(hx + 36, 195, "HP", 0x88ff88, 1)
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text_int(hx + 56, 195, st.hp, 0xffffff, 1)
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text(hx + 36, 207, "MP", 0x88aaff, 1)
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text_int(hx + 56, 207, st.mp, 0xffffff, 1)
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}
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let cur = reg(R_CUR)
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if ph == 0 or ph == 1 {
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text(206, 181, "P1 KNIGHT", 0xffe08a, 1)
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text(214, 192, "ATTACK", 0xffffff, 1)
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text(214, 203, "DEFEND", 0xffffff, 1)
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text(214, 214, "ITEM", 0xffffff, 1)
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text(256, 214, "x", 0x777777, 1)
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text_int(264, 214, reg(R_POTION), 0xffd24a, 1)
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text(214, 225, "RUN", 0xffffff, 1)
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if ph == 0 { text(204, 192 + cur * 11, ">", 0xffff00, 1) }
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}
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if ph == 2 or ph == 3 {
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text(206, 182, "P2 MAGE", 0xc9a0ff, 1)
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text(214, 196, "ATTACK", 0xffffff, 1)
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text(214, 208, "HEAL", 0xffffff, 1)
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text(214, 220, "DEFEND", 0xffffff, 1)
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if ph == 2 { text(204, 196 + cur * 12, ">", 0xffff00, 1) }
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}
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if ph == 4 { text(206, 200, "ENEMY TURN", 0xff8888, 1) }
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if ph == 1 or ph == 3 {
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text(6, 232, "DMG", 0xffff88, 1)
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text_int(34, 232, reg(R_PDMG), 0xffffff, 1)
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}
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if ph == 4 {
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text(6, 232, "FOE HITS", 0xff8888, 1)
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text_int(66, 232, reg(R_EDMG), 0xffffff, 1)
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}
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}
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if m == 2 {
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text(112, 104, "YOU FELL", 0xff5555, 2)
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text(84, 140, "PRESS ANY KEY", 0xffffff, 1)
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}
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if m == 3 {
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text(60, 96, "THE RIFT IS SEALED", 0x88ffcc, 2)
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text(96, 132, "VICTORY!", 0xffe060, 3)
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text(84, 170, "PRESS ANY KEY", 0xffffff, 1)
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}
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if m == 4 {
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fill_rect(60, 60, 200, 120, 0x141422)
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frame_rect(60, 60, 200, 120, 0x6a6a95)
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text(96, 72, "ITEM SHOP", 0xffe060, 2)
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text(80, 104, "BUY POTION", 0xffffff, 1)
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text(180, 104, "10 G", 0xffd24a, 1)
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text(80, 122, "LEAVE", 0xffffff, 1)
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text(70, 104 + reg(R_CUR) * 18, ">", 0xffff00, 1)
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text(80, 150, "GOLD", 0xffd24a, 1)
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text_int(120, 150, reg(R_GOLD), 0xffffff, 1)
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text(160, 150, "POTIONS", 0x88ffcc, 1)
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text_int(226, 150, reg(R_POTION), 0xffffff, 1)
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}
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present()
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}
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