feat(types): IVec2 + Rect 2D value types (#1)
Phase 1 of the fuller type-system proposal: two by-value spatial types that lower to packed integers (no heap, copy like scalars). - IVec2 — integer 2D vector, a pair of int packed into one i64, for tile and grid coordinates: make/zero/x/y/add/sub/scale/dot, the grid distance manhattan, equal, and to_vector (widen into the fixed-point Vector). - Rect — axis-aligned rectangle, four Q16.16 fixed components packed into one i128, for HUD boxes and hitboxes: make/x/y/w/h, the derived right/bottom/center, and the contains (point) / intersects (overlap) tests. Both are exact and deterministic, bit-identical on every platform. Vector and Color already cover phase 1's other 2D primitives. Wired end to end: emit_core llty (IVec2->i64, Rect->i128), emit_call dispatch, the FRAGS list + reseeded seed, a selfhost test (types2d), per-symbol docs + type pages + inventory, and the vocabulary/editor sync (header, JetBrains, TextMate, LSP). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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7
docs/language/ivec2/_section.md
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docs/language/ivec2/_section.md
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---
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id: ivec2
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title: IVec2
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order: 8
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---
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Integer 2D vector math for tile and grid coordinates, cell offsets, and integer sizes. An <code>IVec2</code> is a pair of whole-number <code>int</code> components (x, y) packed into one value, so it is copied by value and never allocates. Every operation is exact integer arithmetic — no rounding, and bit-identical on every platform. Use it wherever a fractional part would be meaningless; reach for <code>Vector</code> when you need sub-pixel precision. Arguments are positional.
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docs/language/ivec2/ivec2-add.md
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docs/language/ivec2/ivec2-add.md
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---
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id: ivec2-add
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name: IVec2.add
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category: ivec2
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kind: namespace-method
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tokens: IVec2.add
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sig: IVec2.add(a, b) -> IVec2
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tip: Component-wise sum of two integer vectors.
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order: 4
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ns: IVec2
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member: add
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---
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Adds two integer vectors component-wise. Adding a direction step to a position is how a token moves one cell on a grid.
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```ludic
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program Demo {
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handler Step phase Update {
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let next = IVec2.add(pos, IVec2.make(1, 0))
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}
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}
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```
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22
docs/language/ivec2/ivec2-dot.md
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docs/language/ivec2/ivec2-dot.md
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---
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id: ivec2-dot
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name: IVec2.dot
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category: ivec2
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kind: namespace-method
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tokens: IVec2.dot
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sig: IVec2.dot(a, b) -> int
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tip: The dot product ax*bx + ay*by.
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order: 7
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ns: IVec2
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member: dot
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---
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Returns the integer dot product <code>ax*bx + ay*by</code>. Its sign tells you whether two directions point roughly the same way.
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```ludic
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program Demo {
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handler Step phase Update {
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let facing = IVec2.dot(heading, toTarget)
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}
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}
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```
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22
docs/language/ivec2/ivec2-equal.md
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docs/language/ivec2/ivec2-equal.md
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---
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id: ivec2-equal
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name: IVec2.equal
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category: ivec2
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kind: namespace-method
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tokens: IVec2.equal
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sig: IVec2.equal(a, b) -> bool
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tip: True when both components match.
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order: 8
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ns: IVec2
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member: equal
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---
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Compares two integer vectors for exact equality — true only when both the <code>x</code> and <code>y</code> components match.
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```ludic
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program Demo {
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handler Step phase Update {
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if IVec2.equal(pos, goal) { win() }
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}
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}
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```
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docs/language/ivec2/ivec2-make.md
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docs/language/ivec2/ivec2-make.md
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---
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id: ivec2-make
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name: IVec2.make
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category: ivec2
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kind: namespace-method
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tokens: IVec2.make
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sig: IVec2.make(x, y) -> IVec2
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tip: Build an integer vector from x and y components.
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order: 0
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ns: IVec2
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member: make
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---
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Builds an <code>IVec2</code> from its integer <code>x</code> and <code>y</code> components. This is the usual way to name a tile or grid cell; read the parts back with <code>IVec2.x</code> and <code>IVec2.y</code>.
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```ludic
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program Demo {
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handler Step phase Update {
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let cell = IVec2.make(4, 7)
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}
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}
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```
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22
docs/language/ivec2/ivec2-manhattan.md
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docs/language/ivec2/ivec2-manhattan.md
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---
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id: ivec2-manhattan
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name: IVec2.manhattan
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category: ivec2
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kind: namespace-method
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tokens: IVec2.manhattan
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sig: IVec2.manhattan(a, b) -> int
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tip: Grid distance |dx| + |dy|.
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order: 9
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ns: IVec2
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member: manhattan
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---
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Returns the Manhattan (taxicab) distance <code>|dx| + |dy|</code> between two cells — the number of orthogonal steps between them, the natural distance metric on a 4-connected grid.
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```ludic
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program Demo {
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handler Step phase Update {
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let steps = IVec2.manhattan(pos, goal)
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}
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}
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```
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22
docs/language/ivec2/ivec2-scale.md
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docs/language/ivec2/ivec2-scale.md
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---
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id: ivec2-scale
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name: IVec2.scale
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category: ivec2
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kind: namespace-method
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tokens: IVec2.scale
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sig: IVec2.scale(v, s) -> IVec2
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tip: Multiply both components by an integer.
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order: 6
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ns: IVec2
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member: scale
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---
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Multiplies both components by an integer scalar — useful to convert a cell coordinate into a pixel offset by the tile size.
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```ludic
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program Demo {
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handler Step phase Update {
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let px = IVec2.scale(cell, 16)
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}
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}
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```
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22
docs/language/ivec2/ivec2-sub.md
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docs/language/ivec2/ivec2-sub.md
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---
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id: ivec2-sub
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name: IVec2.sub
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category: ivec2
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kind: namespace-method
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tokens: IVec2.sub
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sig: IVec2.sub(a, b) -> IVec2
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tip: Component-wise difference of two integer vectors.
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order: 5
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ns: IVec2
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member: sub
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---
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Subtracts <code>b</code> from <code>a</code> component-wise, giving the integer offset from one cell to another.
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```ludic
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program Demo {
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handler Step phase Update {
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let delta = IVec2.sub(target, pos)
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}
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}
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```
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22
docs/language/ivec2/ivec2-to_vector.md
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docs/language/ivec2/ivec2-to_vector.md
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---
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id: ivec2-to_vector
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name: IVec2.to_vector
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category: ivec2
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kind: namespace-method
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tokens: IVec2.to_vector
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sig: IVec2.to_vector(v) -> Vector
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tip: Widen to a fixed-point Vector.
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order: 10
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ns: IVec2
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member: to_vector
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---
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Widens an integer vector into a fixed-point <code>Vector</code>, so a grid coordinate can flow into the sub-pixel <code>Vector.*</code> math (interpolation, rotation, length).
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```ludic
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program Demo {
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handler Step phase Update {
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let world = IVec2.to_vector(cell)
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}
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}
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```
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22
docs/language/ivec2/ivec2-x.md
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docs/language/ivec2/ivec2-x.md
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---
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id: ivec2-x
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name: IVec2.x
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category: ivec2
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kind: namespace-method
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tokens: IVec2.x
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sig: IVec2.x(v) -> int
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tip: The x component of an integer vector.
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order: 2
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ns: IVec2
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member: x
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---
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Reads the <code>x</code> (column) component of an <code>IVec2</code> as a plain <code>int</code>.
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```ludic
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program Demo {
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handler Step phase Update {
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let col = IVec2.x(IVec2.make(4, 7))
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}
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}
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```
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22
docs/language/ivec2/ivec2-y.md
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docs/language/ivec2/ivec2-y.md
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---
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id: ivec2-y
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name: IVec2.y
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category: ivec2
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kind: namespace-method
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tokens: IVec2.y
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sig: IVec2.y(v) -> int
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tip: The y component of an integer vector.
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order: 3
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ns: IVec2
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member: y
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---
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Reads the <code>y</code> (row) component of an <code>IVec2</code> as a plain <code>int</code>.
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```ludic
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program Demo {
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handler Step phase Update {
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let row = IVec2.y(IVec2.make(4, 7))
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}
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}
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```
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22
docs/language/ivec2/ivec2-zero.md
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docs/language/ivec2/ivec2-zero.md
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---
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id: ivec2-zero
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name: IVec2.zero
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category: ivec2
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kind: namespace-method
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tokens: IVec2.zero
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sig: IVec2.zero() -> IVec2
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tip: The origin cell, (0, 0).
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order: 1
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ns: IVec2
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member: zero
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---
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Returns the origin <code>(0, 0)</code> — a handy neutral value to start an accumulation or mark an unset cell.
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```ludic
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program Demo {
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handler Step phase Update {
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let origin = IVec2.zero()
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}
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}
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```
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7
docs/language/rect/_section.md
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docs/language/rect/_section.md
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---
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id: rect
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title: Rect
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order: 9
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---
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Axis-aligned rectangles for HUD layout boxes, hitboxes, and camera regions. A <code>Rect</code> is four Q16.16 <code>fixed</code> components — position <code>(x, y)</code> (its top-left corner) and size <code>(w, h)</code> — packed into a single value that is copied by value and never allocates. It offers fast point-in-rect and rectangle-overlap tests. Every operation is deterministic fixed-point, bit-identical on every platform. Arguments are positional.
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22
docs/language/rect/rect-bottom.md
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docs/language/rect/rect-bottom.md
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---
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id: rect-bottom
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name: Rect.bottom
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category: rect
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kind: namespace-method
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tokens: Rect.bottom
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sig: Rect.bottom(r) -> fixed
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tip: The bottom edge, y + h.
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order: 6
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ns: Rect
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member: bottom
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---
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Returns the bottom edge, <code>y + h</code> — the y coordinate just below the rectangle.
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```ludic
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program Demo {
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handler Step phase Update {
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let base = Rect.bottom(hud)
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}
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}
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```
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22
docs/language/rect/rect-center.md
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docs/language/rect/rect-center.md
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---
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id: rect-center
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name: Rect.center
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category: rect
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kind: namespace-method
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tokens: Rect.center
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sig: Rect.center(r) -> Vector
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tip: The center point as a Vector.
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order: 7
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ns: Rect
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member: center
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---
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Returns the center point <code>(x + w/2, y + h/2)</code> as a <code>Vector</code> — the anchor you want when placing a label or spawning at the middle of a box.
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```ludic
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program Demo {
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handler Step phase Update {
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let mid = Rect.center(hud)
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}
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}
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```
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22
docs/language/rect/rect-contains.md
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docs/language/rect/rect-contains.md
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---
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id: rect-contains
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name: Rect.contains
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category: rect
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kind: namespace-method
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tokens: Rect.contains
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sig: Rect.contains(r, px, py) -> bool
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tip: True when the point is inside.
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order: 8
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ns: Rect
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member: contains
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---
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Tests whether the point <code>(px, py)</code> falls inside the rectangle. The left and top edges are inclusive; the right and bottom edges are exclusive, so adjacent rectangles tile without overlap. The classic use is a mouse-in-button hit test.
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```ludic
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program Demo {
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handler Step phase Update {
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if Rect.contains(button, mx, my) { press() }
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}
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}
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```
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22
docs/language/rect/rect-h.md
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docs/language/rect/rect-h.md
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---
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id: rect-h
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name: Rect.h
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category: rect
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kind: namespace-method
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tokens: Rect.h
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sig: Rect.h(r) -> fixed
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tip: The height.
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order: 4
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ns: Rect
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member: h
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---
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Reads the height of the rectangle.
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```ludic
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program Demo {
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handler Step phase Update {
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let height = Rect.h(hud)
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}
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}
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```
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22
docs/language/rect/rect-intersects.md
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docs/language/rect/rect-intersects.md
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---
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id: rect-intersects
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name: Rect.intersects
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category: rect
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kind: namespace-method
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tokens: Rect.intersects
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sig: Rect.intersects(a, b) -> bool
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tip: True when two rectangles overlap.
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order: 9
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ns: Rect
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member: intersects
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---
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Tests whether two rectangles overlap (axis-aligned bounding-box test). Touching edges do not count as overlapping. This is the cheap broad-phase check before any finer collision work.
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```ludic
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program Demo {
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handler Step phase Update {
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if Rect.intersects(player, hazard) { hurt() }
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}
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}
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```
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22
docs/language/rect/rect-make.md
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docs/language/rect/rect-make.md
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---
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id: rect-make
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name: Rect.make
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category: rect
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kind: namespace-method
|
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tokens: Rect.make
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sig: Rect.make(x, y, w, h) -> Rect
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tip: Build a rectangle from a corner and a size.
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order: 0
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ns: Rect
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member: make
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---
|
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|
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Builds a <code>Rect</code> from its top-left corner <code>(x, y)</code> and size <code>(w, h)</code>, all <code>fixed</code>. Read the parts back with <code>Rect.x</code> / <code>Rect.y</code> / <code>Rect.w</code> / <code>Rect.h</code>.
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```ludic
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program Demo {
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handler Step phase Update {
|
||||
let hud = Rect.make(8.0, 8.0, 96.0, 16.0)
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}
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}
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```
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22
docs/language/rect/rect-right.md
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docs/language/rect/rect-right.md
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---
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id: rect-right
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name: Rect.right
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category: rect
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kind: namespace-method
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tokens: Rect.right
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sig: Rect.right(r) -> fixed
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tip: The right edge, x + w.
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order: 5
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ns: Rect
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member: right
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||||
---
|
||||
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Returns the right edge, <code>x + w</code> — the x coordinate just past the rectangle. Handy for anchoring something to a box's right side.
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```ludic
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program Demo {
|
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handler Step phase Update {
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||||
let edge = Rect.right(hud)
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}
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||||
}
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||||
```
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22
docs/language/rect/rect-w.md
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docs/language/rect/rect-w.md
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---
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id: rect-w
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name: Rect.w
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category: rect
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kind: namespace-method
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||||
tokens: Rect.w
|
||||
sig: Rect.w(r) -> fixed
|
||||
tip: The width.
|
||||
order: 3
|
||||
ns: Rect
|
||||
member: w
|
||||
---
|
||||
|
||||
Reads the width of the rectangle.
|
||||
|
||||
```ludic
|
||||
program Demo {
|
||||
handler Step phase Update {
|
||||
let width = Rect.w(hud)
|
||||
}
|
||||
}
|
||||
```
|
||||
22
docs/language/rect/rect-x.md
Normal file
22
docs/language/rect/rect-x.md
Normal file
|
|
@ -0,0 +1,22 @@
|
|||
---
|
||||
id: rect-x
|
||||
name: Rect.x
|
||||
category: rect
|
||||
kind: namespace-method
|
||||
tokens: Rect.x
|
||||
sig: Rect.x(r) -> fixed
|
||||
tip: The left edge (x position).
|
||||
order: 1
|
||||
ns: Rect
|
||||
member: x
|
||||
---
|
||||
|
||||
Reads the left edge — the <code>x</code> position of the rectangle's top-left corner.
|
||||
|
||||
```ludic
|
||||
program Demo {
|
||||
handler Step phase Update {
|
||||
let left = Rect.x(hud)
|
||||
}
|
||||
}
|
||||
```
|
||||
22
docs/language/rect/rect-y.md
Normal file
22
docs/language/rect/rect-y.md
Normal file
|
|
@ -0,0 +1,22 @@
|
|||
---
|
||||
id: rect-y
|
||||
name: Rect.y
|
||||
category: rect
|
||||
kind: namespace-method
|
||||
tokens: Rect.y
|
||||
sig: Rect.y(r) -> fixed
|
||||
tip: The top edge (y position).
|
||||
order: 2
|
||||
ns: Rect
|
||||
member: y
|
||||
---
|
||||
|
||||
Reads the top edge — the <code>y</code> position of the rectangle's top-left corner.
|
||||
|
||||
```ludic
|
||||
program Demo {
|
||||
handler Step phase Update {
|
||||
let top = Rect.y(hud)
|
||||
}
|
||||
}
|
||||
```
|
||||
21
docs/language/types/type-ivec2.md
Normal file
21
docs/language/types/type-ivec2.md
Normal file
|
|
@ -0,0 +1,21 @@
|
|||
---
|
||||
id: type-ivec2
|
||||
name: IVec2
|
||||
category: types
|
||||
kind: type
|
||||
tokens: IVec2
|
||||
sig: IVec2
|
||||
tip: An integer 2D vector — two int components (x, y), copied by value.
|
||||
order: 14
|
||||
---
|
||||
|
||||
<code>IVec2</code> is an integer 2D vector: two whole-number <code>int</code> components, <code>x</code> and <code>y</code>, packed into a single value that is copied by value and never heap-allocates. It is the natural type for tile and grid coordinates, cell offsets, and integer sizes — anywhere a fractional part would be meaningless. Build one with <code>IVec2.make(x, y)</code> (or <code>IVec2.zero()</code>), read the parts with <code>IVec2.x</code> / <code>IVec2.y</code>, and combine them with the <code>IVec2.*</code> math — add, sub, scale, dot, and the grid-distance <code>IVec2.manhattan</code>. Every operation is exact integer arithmetic, so results are bit-identical on every platform. Widen to a sub-pixel <code>Vector</code> with <code>IVec2.to_vector</code> when you need fractional math.
|
||||
|
||||
```ludic
|
||||
program Demo {
|
||||
handler Step phase Update {
|
||||
var cell: IVec2 = IVec2.make(4, 7)
|
||||
cell = IVec2.add(cell, IVec2.make(1, 0))
|
||||
}
|
||||
}
|
||||
```
|
||||
21
docs/language/types/type-rect.md
Normal file
21
docs/language/types/type-rect.md
Normal file
|
|
@ -0,0 +1,21 @@
|
|||
---
|
||||
id: type-rect
|
||||
name: Rect
|
||||
category: types
|
||||
kind: type
|
||||
tokens: Rect
|
||||
sig: Rect
|
||||
tip: A rectangle — position (x, y) and size (w, h), copied by value.
|
||||
order: 15
|
||||
---
|
||||
|
||||
<code>Rect</code> is an axis-aligned rectangle: four Q16.16 <code>fixed</code> components — the top-left corner <code>(x, y)</code> and the size <code>(w, h)</code> — packed into a single value that is copied by value and never heap-allocates. It is the natural type for HUD layout boxes, hitboxes, and camera or viewport regions. Build one with <code>Rect.make(x, y, w, h)</code>, read the parts with <code>Rect.x</code> / <code>Rect.y</code> / <code>Rect.w</code> / <code>Rect.h</code> (or the derived <code>Rect.right</code> / <code>Rect.bottom</code> / <code>Rect.center</code>), and test against it with <code>Rect.contains</code> for a point and <code>Rect.intersects</code> for overlap. Every operation is deterministic fixed-point, so results are bit-identical on every platform.
|
||||
|
||||
```ludic
|
||||
program Demo {
|
||||
handler Step phase Update {
|
||||
let button: Rect = Rect.make(8.0, 8.0, 96.0, 16.0)
|
||||
if Rect.contains(button, mx, my) { press() }
|
||||
}
|
||||
}
|
||||
```
|
||||
Loading…
Add table
Add a link
Reference in a new issue