ludic/examples/lang/qdecl.ludic
Orkuncakilkaya fb728bbefe chore(repo): DX cleanup — categorise examples, text-diffable golden, build/ output (#27 #28 #30)
Repository-cleanup / DX pass folding three tracker items into one coherent
change, verified green end to end (`bin/x test` 49/0, `bin/x selfhost-test`
29/0, `bin/x test-tools` 29/0).

#28 — curate & categorise examples/
- 42 flat entries regrouped into intent-revealing subdirs: games/, rendering/,
  ecs/, events/, networking/, lang/, library/ (was lib/).
- chronorift dir-vs-file duplication resolved: the entry file and its import
  modules now live together under games/chronorift(.ludic).
- Every path reference updated repo-wide (test runner, editor-tool drivers,
  docs/site, design docs).
- New examples/README.md indexes the whole set with run commands.
- Showcase examples without a self-asserting entry (hello, events, net_rt) now
  get a compile-only rot guard in `bin/x test`, so nothing here rots silently.

#30 — text-diffable golden baseline
- The 4 binary selfhost/golden/*.ppm blobs are replaced by a single
  selfhost/golden/renders.sha256 manifest (SHA-256 per render). Hashes are
  byte-identical to the old PPMs, so the baseline is unchanged — only its form.
- game_case now compares framebuffer hashes; a regression shows as a changed
  hex line in review, not "binary files differ".
- New `bin/x golden` regenerates the manifest deliberately (review with
  `git diff selfhost/golden/renders.sha256`).

#27 — PPM & asset handling
- Headless renders now write build/out.ppm, never the repo root; `x app`,
  `x clean`, messaging and .gitignore updated to match. Nothing is written to
  the working root any more.
- Redundant local Kenney .zip archives removed (the art ships extracted;
  .gitignore already excludes *.zip). CC0 License.txt files retained.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-30 18:54:21 +03:00

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Text

# ============================================================================
# qdecl.ludic — a handler whose query lives in a @Queries annotation.
#
# @Queries(these: [Battle{hp <= 0 and side == 1}, Pos], on: Foe)
# handler CleanBattle phase LateUpdate { … }
#
# is the same thing as writing `for (Battle, Pos) in query [Battle, Pos, {Foe}]
# where Battle.hp <= 0 and Battle.side == 1 { … }` around the whole body — the
# loop header moves into the annotation. Each property binds by name, the body
# runs once per matching entity, and self() is that entity.
# ============================================================================
program QueryDecl {
property Battle { hp: int = 0, side: int = 0 }
property Pos { x: int = 0, y: int = 0 }
model Foe { Battle, Pos }
handler Seed phase Start {
spawn Foe { Battle { hp: 3, side: 1 } }
spawn Foe { Battle { hp: 0, side: 1 } }
spawn Foe { Battle { hp: -2, side: 0 } }
}
# a per-property constraint `Battle{...}` qualifies its bare fields to that
# property; `on: Foe` adds the {Foe} kind filter.
@Queries(these: [Battle{hp <= 0 and side == 1}, Pos], on: Foe)
handler CleanBattle phase LateUpdate {
print(Pos.x)
despawn self()
}
@Queries(these: [Battle])
handler Census phase Render {
print(Battle.hp)
}
handler Bye phase Render { quit() }
}