wip(0.S3): packages and examples migrated again from their pre-0.S sources in one run

ludic migrate state packages <every example program> packages/ludic.lab/example/plate.ludic
  1804 vars into 126 states, 64 into lets; 23498 edits in 460 files

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-25 15:31:34 +03:00
parent 5ffe50ed02
commit 19fcf60599
459 changed files with 17862 additions and 17603 deletions

View file

@ -1,22 +1,22 @@
# swim.ludic - afloat: buoyancy, the descent, the breath, and the shore stopping the body
function chr_swim_tick(dx: float, dz: float, jump: bool, dt: float) -> void {
function chr_swim_tick(base_st: mut BaseState, character_st: mut CharacterState, dx: float, dz: float, jump: bool, dt: float) -> void {
# standing still out here is floating, not swimming
if Math.abs(dx) + Math.abs(dz) > 0.05 { chr_float = 0.0 } else { chr_float = Math.min(1.0, chr_float + dt / 1.5) }
chr_dive_tick(jump, dt)
chr_breath_tick(dt)
chr_current_tick(dt)
let step = chr_speed * dt
if Math.abs(dx) + Math.abs(dz) > 0.05 { character_st.chr_float = 0.0 } else { character_st.chr_float = Math.min(1.0, character_st.chr_float + dt / 1.5) }
chr_dive_tick(character_st, jump, dt)
chr_breath_tick(base_st, character_st, dt)
chr_current_tick(base_st, character_st, dt)
let step = character_st.chr_speed * dt
if step > 0.0 {
chr_push(chr_x - Math.sin(chr_yaw) * step, chr_z - Math.cos(chr_yaw) * step, 0.35, chr_y, chr_y + CHAR_BODY)
let mx = chr_out_x - chr_x
let mz = chr_out_z - chr_z
chr_step = Math.sqrt(mx * mx + mz * mz)
chr_x = chr_out_x
chr_z = chr_out_z
chr_push(character_st, character_st.chr_x - Math.sin(character_st.chr_yaw) * step, character_st.chr_z - Math.cos(character_st.chr_yaw) * step, 0.35, character_st.chr_y, character_st.chr_y + CHAR_BODY)
let mx = character_st.chr_out_x - character_st.chr_x
let mz = character_st.chr_out_z - character_st.chr_z
character_st.chr_step = Math.sqrt(mx * mx + mz * mz)
character_st.chr_x = character_st.chr_out_x
character_st.chr_z = character_st.chr_out_z
}
# the surface, with a slow bob so a floating body is not a statue on glass
let bob = 0.04 * Math.sin(chr_time * 3.8)
chr_y = chr_water - 0.30 + bob - chr_depth
let bob = 0.04 * Math.sin(character_st.chr_time * 3.8)
character_st.chr_y = character_st.chr_water - 0.30 + bob - character_st.chr_depth
# shallow enough to stand up in, and at the top rather than under it
if chr_bed_depth(chr_x, chr_z) < CHAR_STAND_UP and chr_depth < 0.2 { chr_leave_water() }
if chr_bed_depth(character_st.chr_x, character_st.chr_z) < CHAR_STAND_UP and character_st.chr_depth < 0.2 { chr_leave_water(base_st, character_st) }
}