- runtime: HEADLESS_FRAME_PATH, STICK_DEADZONE / STICK_LEFT_X/Y, key and byte codes as char literals throughout (`k == 'w'`, `fill(rt_map, ' ', …)`) - ludic.gameplay/stats: drop the duplicate `stat_field` (it answered "atk" for every build stat); Stats.base uses stats_field_name - ludic.shooter: compare aim modes and fire patterns with AimMode.* and WeaponPattern.* instead of raw ints; STICK_RIGHT_X/Y - ludic.npcai: DecisionMade / brain_set_state use AiState.* - examples/games/menu.ludic uses Font.load / Ui.* with FONT_PATH and BACKDROP named; strings.ludic header says what it prints - whole tree: `x = x + 1` → `x += 1` (single-term right-hand sides only), `0 - x` → `-x`, ASCII codes → char literals; every .ludic and every ```ludic fence reformatted with the fixed formatter (whitespace only) Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
27 lines
1.1 KiB
Text
27 lines
1.1 KiB
Text
# layer_events.ludic — EV1 for layers + SCENES E2 (layer toggle). A `public` layer
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# promotes its show/hide to events; `enable layer L` / `disable layer L` flips the
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# layer on and off (its handlers stop running while hidden) and fires
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# layer_<L>_show / layer_<L>_hide. This closes the last scope of "events across the
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# whole architecture" — properties, models, scenes, program, and now layers.
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#
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# Running it prints: 50 2 1 50
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program LayerEvents {
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var step: int = 0
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@On(layer_Hud_show) handler Shown { print(1) } # a mod reacts when the HUD returns
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@On(layer_Hud_hide) handler Hidden { print(2) } # ...and when it's hidden
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scene Main start {
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layer Hud public {
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handler Draw phase Update { print(50) } # only runs while Hud is enabled
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}
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layer Ctrl {
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handler Drive phase LateUpdate {
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step += 1
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if step == 1 { disable layer Hud } # frame 1: hide -> Hidden 2, Draw stops
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if step == 2 { enable layer Hud } # frame 2: show -> Shown 1, Draw resumes
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if step == 3 { quit() } # frame 3: after Draw ran again
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}
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}
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}
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}
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