// Demonstrates nested struct fields and array fields inside structs. // // Two `Hero` instances each carry a `Vec2` position (a nested struct) // and a small inventory `u8[4]` (an array field). Both heroes scoot // across the screen in opposite directions, and their inventory bytes // are advanced once per frame so the analyzer's flat-allocation model // is exercised end-to-end. // // Compile with the default IR codegen: // nescript build examples/nested_structs.ne game "NestedStructs" { mapper: NROM } // Inner structs must be declared before any struct that nests them — // the analyzer doesn't topologically sort declarations. struct Vec2 { x: u8, y: u8, } // `pos` is a nested-struct field; `inv` is an array field. Both are // fully addressable as `hero.pos.x` / `hero.inv[i]`. Layout in RAM // is contiguous: pos.x, pos.y, hp, inv[0..3] — total 7 bytes per // instance. struct Hero { pos: Vec2, hp: u8, inv: u8[4], } // Hero positions are initialized inline. Both the nested // `Vec2 { ... }` and the inline `inv: [1, 2, 3, 4]` array // initializers are unpacked into per-leaf-field IR globals by // `expand_struct_literal_init` in src/ir/lowering.rs, so each // leaf gets its own `LDA #imm; STA addr` pair at reset. var hero1: Hero = Hero { pos: Vec2 { x: 32, y: 96 }, hp: 100, inv: [1, 2, 3, 4] } var hero2: Hero = Hero { pos: Vec2 { x: 200, y: 128 }, hp: 100, inv: [10, 20, 30, 40] } on frame { // Walk both heroes — hero1 moves right, hero2 moves left, both // wrap around at the screen edge so the demo runs forever. hero1.pos.x += 1 hero2.pos.x -= 1 // Cycle the inventory bytes so the synthetic-array allocation // path takes a real read/write pair every frame. hero1.inv[0] += 1 hero2.inv[0] += 1 draw Smiley at: (hero1.pos.x, hero1.pos.y) draw Smiley at: (hero2.pos.x, hero2.pos.y) wait_frame } start Main