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M2: Wire IR pipeline, add Coin Cavern example and integration tests
Pipeline: - main.rs now runs IR lowering and optimization before codegen - IR is built and optimized but output still uses AST-based codegen (IR-based codegen is a future improvement) Coin Cavern example (examples/coin_cavern.ne): - 3-state game: Title → Playing → GameOver - Functions (clamp_x), constants, gravity physics, coin collection - Demonstrates most M2 language features Integration tests (14 total, 7 new): - program_with_functions: functions with params and return values - program_with_while_loop: while loops compile correctly - program_with_fast_slow_vars: placement hints accepted - program_with_multi_state_transitions: 3-state cycle - coin_cavern_compiles: full Coin Cavern example - ir_pipeline_produces_ir: validates IR lowering + optimizer - error_test_recursion_detected: E0402 for recursive functions https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
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examples/coin_cavern.ne
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examples/coin_cavern.ne
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// Coin Cavern — a multi-state game demo for Milestone 2.
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//
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// Demonstrates: state machine, functions, if/else, while loops,
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// constants, button input, transitions between states.
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//
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// Build: cargo run -- build examples/coin_cavern.ne
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// Output: examples/coin_cavern.nes
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//
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// Note: In M2 sprites use the built-in CHR tile. Custom tile data
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// and proper graphics come in M3 with the asset pipeline.
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game "Coin Cavern" {
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mapper: NROM
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}
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// Constants
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const SPEED: u8 = 2
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const GRAVITY: u8 = 1
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const JUMP_FORCE: u8 = 4
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const SCREEN_RIGHT: u8 = 240
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const SCREEN_BOTTOM: u8 = 220
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const COIN_X: u8 = 180
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const COIN_Y: u8 = 100
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// Global variables
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var player_x: u8 = 40
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var player_y: u8 = 200
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var player_vy: u8 = 0
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var on_ground: u8 = 1
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var score: u8 = 0
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var coins_left: u8 = 3
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// Helper function: clamp a value to screen bounds
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fun clamp_x(val: u8) -> u8 {
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if val > SCREEN_RIGHT {
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return 0
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}
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return val
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}
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// Title screen state
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state Title {
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on frame {
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// Draw title sprite at center of screen
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draw Logo at: (100, 100)
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// Press start to play
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if button.start {
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transition Playing
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}
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}
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}
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// Main gameplay state
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state Playing {
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on enter {
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player_x = 40
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player_y = 200
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score = 0
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coins_left = 3
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}
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on frame {
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// Horizontal movement
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if button.right {
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player_x += SPEED
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if player_x > SCREEN_RIGHT {
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player_x = SCREEN_RIGHT
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}
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}
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if button.left {
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if player_x >= SPEED {
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player_x -= SPEED
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} else {
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player_x = 0
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}
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}
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// Simple gravity
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if on_ground == 0 {
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player_y += player_vy
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player_vy += GRAVITY
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if player_y >= SCREEN_BOTTOM {
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player_y = SCREEN_BOTTOM
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on_ground = 1
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player_vy = 0
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}
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}
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// Jump
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if button.a {
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if on_ground == 1 {
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on_ground = 0
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player_vy = JUMP_FORCE
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}
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}
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// Check coin collection (simple distance check)
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if player_x >= COIN_X {
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if player_y >= COIN_Y {
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score += 1
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coins_left -= 1
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if coins_left == 0 {
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transition GameOver
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}
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}
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}
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// Draw player and coin
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draw Player at: (player_x, player_y)
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draw Coin at: (COIN_X, COIN_Y)
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}
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}
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// Game over state
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state GameOver {
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on frame {
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draw Trophy at: (120, 100)
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// Press start to restart
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if button.start {
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transition Title
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}
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}
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}
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start Title
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