refactor(lang): rename builtins flr->floor and fx->fixed
De-abbreviate the two bare fixed-point conversion builtins:
flr(f) -> int -> floor(f) -> int (fixed -> int, flooring)
fx(i) -> fixed -> fixed(i) -> fixed (int -> fixed; mirrors how the
stringify builtin is `string`)
Updates the compiler dispatch, all call sites, the grammars/LSP/JetBrains
tokens, and the docs (fn-flr -> fn-floor, fn-fx -> fn-fixed). Reseeded;
C-free fixpoint holds; all suites green (45/24/29); site + check.py OK.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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19 changed files with 80 additions and 80 deletions
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@ -1,15 +1,15 @@
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---
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id: fn-fx
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name: fx
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id: fn-fixed
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name: fixed
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category: builtins
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kind: builtin
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tokens: fx
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sig: fx(n) -> fixed
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tokens: fixed
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sig: fixed(n) -> fixed
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tip: Lift an integer into a Q16.16 fixed-point value.
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order: 50
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---
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Converts an integer into a <code>fixed</code> value (Ludic's Q16.16 fixed-point type), so it can take part in fractional arithmetic. Ludic has no floating point; <code>fixed</code> is how you carry sub-pixel precision for smooth movement and physics-like accumulation. Use <code>fx</code> when you need to combine an <code>int</code> with fixed-point values or divide to get a fraction — for example <code>fx(1) / fx(4)</code> is <code>0.25</code>. Convert back to a whole number for drawing with <code>flr</code>.
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Converts an integer into a <code>fixed</code> value (Ludic's Q16.16 fixed-point type), so it can take part in fractional arithmetic. Ludic has no floating point; <code>fixed</code> is how you carry sub-pixel precision for smooth movement and physics-like accumulation. Use <code>fixed</code> when you need to combine an <code>int</code> with fixed-point values or divide to get a fraction — for example <code>fixed(1) / fixed(4)</code> is <code>0.25</code>. Convert back to a whole number for drawing with <code>flr</code>.
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Parameters:
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- `n` — the integer to lift into fixed-point
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@ -17,10 +17,10 @@ Parameters:
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```ludic
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program SmoothAccumulate {
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handler ComputeStep phase Start {
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let full_speed = fx(3)
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let half_speed = full_speed / fx(2)
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let full_speed = fixed(3)
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let half_speed = full_speed / fixed(2)
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let two_steps = half_speed + half_speed
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print(flr(two_steps))
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print(floor(two_steps))
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}
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}
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```
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@ -1,15 +1,15 @@
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---
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id: fn-flr
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name: flr
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id: fn-floor
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name: floor
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category: builtins
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kind: builtin
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tokens: flr
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sig: flr(x) -> int
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tokens: floor
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sig: floor(x) -> int
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tip: Floor a fixed-point value down to the nearest integer.
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order: 50
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---
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Converts a <code>fixed</code> (Q16.16) value back to an <code>int</code> by discarding the fractional part, rounding toward negative infinity. It is the counterpart to <code>fx</code>: you accumulate motion in fixed-point for sub-pixel smoothness, then <code>flr</code> the result to get the whole-pixel column or row to draw at. Because it floors rather than rounds, <code>flr(fx(3) / fx(2))</code> is <code>1</code>, not <code>2</code>. Use it wherever a fixed value must become an integer coordinate, count, or index.
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Converts a <code>fixed</code> (Q16.16) value back to an <code>int</code> by discarding the fractional part, rounding toward negative infinity. It is the counterpart to <code>fx</code>: you accumulate motion in fixed-point for sub-pixel smoothness, then <code>floor</code> the result to get the whole-pixel column or row to draw at. Because it floors rather than rounds, <code>floor(fixed(3) / fixed(2))</code> is <code>1</code>, not <code>2</code>. Use it wherever a fixed value must become an integer coordinate, count, or index.
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Parameters:
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- `x` — the fixed-point value to floor
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@ -20,8 +20,8 @@ program FixedToPixels {
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handler DrawWorld phase Render {
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Screen.clear(Color.MidnightBlue)
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let smooth_column = fx(5) + fx(1) / fx(2)
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let pixel_x = flr(smooth_column) * TILE_SIZE
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let smooth_column = fixed(5) + fixed(1) / fixed(2)
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let pixel_x = floor(smooth_column) * TILE_SIZE
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Screen.fill_rectangle(x: pixel_x, y: 32, width: TILE_SIZE, height: TILE_SIZE, color: Color.LimeGreen)
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Screen.show()
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}
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@ -11,7 +11,7 @@ ns: Math
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member: floor
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---
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Takes a <code>fixed</code> value and returns the largest <code>int</code> not greater than it — rounding toward negative infinity, so <code>Math.floor(2.7)</code> is <code>2</code> and <code>Math.floor(-0.2)</code> is <code>-1</code>. This is the fixed-to-int conversion you reach for when turning a smooth position into a whole tile or pixel index. It is the same operation as the bare <code>flr(x)</code>.
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Takes a <code>fixed</code> value and returns the largest <code>int</code> not greater than it — rounding toward negative infinity, so <code>Math.floor(2.7)</code> is <code>2</code> and <code>Math.floor(-0.2)</code> is <code>-1</code>. This is the fixed-to-int conversion you reach for when turning a smooth position into a whole tile or pixel index. It is the same operation as the bare <code>floor(x)</code>.
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Parameters:
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- `x` — the `fixed` value to round down
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@ -23,8 +23,8 @@ program Physics {
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handler MeasureSpeed phase Update {
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for (velocity) in query [Velocity, {Projectile}] {
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let speed = c_hypot(a: fx(velocity.delta_x), b: fx(velocity.delta_y))
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Screen.status(string(flr(speed)))
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let speed = c_hypot(a: fixed(velocity.delta_x), b: fixed(velocity.delta_y))
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Screen.status(string(floor(speed)))
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}
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}
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}
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@ -9,11 +9,11 @@ tip: Q16.16 fixed-point for deterministic fractional math — no floats.
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order: 1
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---
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`fixed` is Q16.16 fixed-point: a fractional number stored in 32 bits, giving you decimals without floating-point. Ludic uses it precisely because it is <b>deterministic</b> — the same computation gives the same bits on every machine, which is what a reproducible simulation and lockstep networking need. A literal with a decimal point (`1.5`) is a `fixed`; arithmetic on two `fixed` values does fixed-point multiply/divide, and mixing an `int` with a `fixed` promotes the `int`. Lift an `int` in with `fx(value)` and take the floor back out with `flr(value)`.
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`fixed` is Q16.16 fixed-point: a fractional number stored in 32 bits, giving you decimals without floating-point. Ludic uses it precisely because it is <b>deterministic</b> — the same computation gives the same bits on every machine, which is what a reproducible simulation and lockstep networking need. A literal with a decimal point (`1.5`) is a `fixed`; arithmetic on two `fixed` values does fixed-point multiply/divide, and mixing an `int` with a `fixed` promotes the `int`. Lift an `int` in with `fixed(value)` and take the floor back out with `floor(value)`.
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```ludic
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const GRAVITY: fixed = 0.5
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var velocity_y: fixed = fx(0)
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var velocity_y: fixed = fixed(0)
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var next_velocity: fixed = velocity_y + GRAVITY
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var pixel_row: int = flr(next_velocity)
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var pixel_row: int = floor(next_velocity)
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```
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@ -15,9 +15,9 @@ A <code>fixeds</code> is a raw buffer whose elements are <code>fixed</code> (Q16
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program Heights {
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handler Setup phase Start {
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let heights: fixeds = words(4)
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heights[0] = fx(2)
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heights[1] = heights[0] + fx(1)
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print(flr(heights[1]))
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heights[0] = fixed(2)
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heights[1] = heights[0] + fixed(1)
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print(floor(heights[1]))
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}
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}
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```
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