feat(core): #77 ship canonical Position/Body/Collider from ludic.core package
The engine-owned esys_move (#65) reads Position/Body/Collider/Solids by name, but no package defined them — every game and example re-declared identical bundles by hand. Ship them as the source package ludic.core; games import instead of copy-pasting, and extend by composition (attach their own components on the same model). AOT → compiles into the consumer's ECS with no seam; integer + Q16.16 deterministic. Adds examples/library/core_components (driven by esys_move, composed with a game Health component) as a controller_case (104/0). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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changes/core-components.md
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changes/core-components.md
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bump: minor
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type: feat
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Canonical engine-ABI components (#77) — the shared `Position` / `Body` / `Collider` / `Solids` bundles the engine-owned movement system (`esys_move`, #65) reads by name are now shipped from a base source package, **ludic.core**, instead of being re-declared by hand in every game and example. A game `import "ludic.core/components.ludic"` and the engine moves and collides its entities for free; extend by *composition* (attach your own components on the same model). AOT means the properties compile straight into the consumer's compile-time ECS with no ABI seam, and everything stays integer + Q16.16 deterministic (lockstep / replay / `world_save` hold). Example: `examples/library/core_components.ludic`.
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@ -53,6 +53,7 @@ controller.
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| Package | Issue | What it gives you |
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| --- | --- | --- |
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| **ludic.core** | #77 | The canonical engine-ABI components the movement system reads by name — `Position`, `Body`, `Collider`, `Solids` — so a game imports them instead of hand-declaring the bundles. Extend by composition (attach your own components alongside). |
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| **ludic.gameplay** | #57 | The shared foundation: `Cooldown` timer, `Stats` + a timed modifier stack, a `Faction` friend/enemy/neutral table, and a `Combat` damage pipeline (`cancellable DamageAboutToApply` with a mutable amount, `Damaged`/`Died`/`Healed`). |
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| **ludic.platformer** | #58 | Jump-feel `Platformer` (apex/coyote/buffer/variable-height/multi-jump), decomposed input/move/gravity/jump/anim sub-systems, `JumpRequested`/`Landed`/`StateChanged` events, a gravity policy enum, and opt-in scaffolding (moving/crumble platforms with rider carry, pickups+`Score`, springs, hazards+`Life`, checkpoints/goal). |
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| **ludic.shooter** | #60 | `TopDown` decoupled move + aim (mouse / stick / move-dir / nearest-enemy auto-aim), a name-keyed `Weapon` registry (fire-rate/spread/pellets/pattern + data-driven pierce/homing), a deterministic `Projectile` pool (faction-filtered hits through `Combat`, pierce, ring/spiral patterns, homing), and a budgeted wave `Spawner`. |
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examples/library/core_components.ludic
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examples/library/core_components.ludic
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# core_components.ludic — exercises the ludic.core canonical components (#77):
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# Position / Body / Collider imported from the package instead of hand-declared,
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# driving the engine-owned esys_move (#65) exactly as a copy-pasted bundle would,
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# and composed with a game-defined Health component on the same model.
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#
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# Deterministic; a full run prints: 110 30 184 1
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#
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# Build (from the repo root, so runtime/native resolves):
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# LUDIC_MODULES=packages ludicc --headless examples/library/core_components.ludic
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program CoreComponents {
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import "ludic.core/components.ludic"
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# a game-defined component, composed alongside the canonical engine ones — no
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# subclassing, just another property on the same model.
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property Health { hp: int = 0 }
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function tick_n(n: int) -> void { var i = 0; while i < n { tick_fixed(); i = i + 1 } }
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entry {
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let pp = World.prop_id("Position")
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let pb = World.prop_id("Body")
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let ph = World.prop_id("Health")
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let f_x = World.field_id(pp, "x")
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let f_y = World.field_id(pp, "y")
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let f_grd = World.field_id(pb, "on_ground")
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let f_hp = World.field_id(ph, "hp")
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# A. top-down constant velocity over the *package* Body/Position bundles.
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spawn Mover { Position { x: 100, y: 50 }, Body { vx: fixed(2), policy: 1 }, Collider { w: 16, h: 16 }, Health { hp: 30 } }
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let a = World.query_next(pb, 0)
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tick_n(5)
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print(World.get(a, pp, f_x)) # 110 — +2px/frame, exact
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print(World.get(a, ph, f_hp)) # 30 — the composed game component coexists
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despawn a
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# B. a gravity body falls and lands on a solid floor entity — the engine reads
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# the package-defined Position/Body/Collider by name, no local re-declaration.
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spawn Floor { Position { x: 0, y: 200 }, Collider { w: 400, h: 16 } }
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spawn Faller { Position { x: 50, y: 40 }, Body { gravity: fixed(1), max_fall: fixed(6) }, Collider { w: 16, h: 16 } }
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let b = World.query_next(pb, 0)
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tick_n(80)
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print(World.get(b, pp, f_y)) # 184 — feet rest on the floor top (200)
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print(World.get(b, pb, f_grd)) # 1 — on_ground
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}
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}
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packages/ludic.core/components.ludic
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packages/ludic.core/components.ludic
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# components.ludic — the canonical engine-ABI components (#77).
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#
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# These are the exact bundles runtime/native/systems_move.ludic (#65) reads by
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# name. Import this file instead of re-declaring them, and the engine-owned
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# `esys_move` system moves and collides your entities for free — declare a Body
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# (and optionally a Collider) and it is ticked in the Update phase.
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#
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# Every field is defaulted so a game overrides only what it needs, and any field
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# the move system does not find on an entity no-ops cleanly. Extend by
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# *composition*: attach your own components (Health, Sprite, an AI brain) on the
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# same model next to these; nothing here needs subclassing.
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# The world anchor: integer pixels. This is the *rendered* location — a
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# framebuffer pixel is the smallest drawable unit — so it stays integer. Sub-pixel
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# motion accumulates in Body.rx/ry (Q16.16) and only the whole-pixel carry reaches
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# Position (see docs/RFC-POSITION-TYPES.md, #78).
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property Position { x: int = 0, y: int = 0 }
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# A moving body: Q16.16 velocity, optional gravity, engine-owned sub-pixel
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# accumulators, and the polled contact outputs the move system writes each frame.
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# policy 0 = platformer (gravity applies) policy 1 = top-down (no gravity)
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# on_ground / hit_wall / hit_ceiling and the optional contact normal hit_nx/hit_ny
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# are OUTPUTS: read them in a handler to raise your own landing / bonk events
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# (the SpriteAnim.event_fired pattern — polled flags, no engine coupling).
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property Body {
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vx: fixed = 0.0, vy: fixed = 0.0,
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gravity: fixed = 0.0, max_fall: fixed = 0.0,
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rx: fixed = 0.0, ry: fixed = 0.0,
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policy: int = 0,
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on_ground: int = 0, hit_wall: int = 0, hit_ceiling: int = 0,
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hit_nx: int = 0, hit_ny: int = 0
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}
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# An axis-aligned box off the Position anchor. A solid Collider resolves swept-AABB
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# collisions; a trigger (is_trigger = 1) reports overlap without resolving. layer /
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# mask are collision bitmasks (0 = all); one_way = 1 is a platform that blocks only
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# a downward landing. hit / entered / exited are trigger OUTPUTS.
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property Collider {
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w: int = 0, h: int = 0, offx: int = 0, offy: int = 0,
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is_trigger: int = 0, one_way: int = 0, layer: int = 0, mask: int = 0,
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hit: int = 0, entered: int = 0, exited: int = 0
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}
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# Optional single config entity that turns the tile-grid broadphase on: solids are
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# read from the Map.* tilemap. tile > 0 sets the tile size in px; wall is the solid
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# glyph; oneway is an optional one-way-platform glyph (0 = none).
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property Solids { tile: int = 0, wall: int = 0, oneway: int = 0 }
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packages/ludic.core/package.ludic
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packages/ludic.core/package.ludic
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# ludic.core — the canonical engine-ABI components (#77).
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#
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# The engine-owned movement system (runtime/native/systems_move.ludic) reads
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# Position / Body / Collider / Solids *by name* through the reflection ABI, but
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# no package defined them — so every game and every example re-declared identical
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# `property Position/Body/Collider` bundles by hand, copy-pasting the engine ABI.
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# That is exactly the kind of thing a game developer should never hand-write.
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#
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# This package ships those bundles as the one canonical definition. A game
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# imports them instead of copy-pasting, and extends by *composition* — attach
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# your own components alongside on the same model; the engine still resolves
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# Position/Body/Collider by name, and any field a game does not need simply keeps
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# its default. It is an ordinary source package: AOT means the properties compile
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# straight into the consumer's compile-time ECS with no ABI seam, and everything
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# stays integer + Q16.16 deterministic (lockstep / replay / world_save hold).
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package "ludic.core"
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version "0.1.0"
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kind source
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provides "Position"
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provides "Body"
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provides "Collider"
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provides "Solids"
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@ -240,6 +240,7 @@ function cmd_test() -> int {
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feat_case("library/physics", "", "184 1 1 284 1 1 50 51 104 1 134 1 120 0 1 1 1 0 1 1 1", "physics.ludic (Body + Collider + esys_move: gravity/land, wall stop, sub-pixel, entity platform, one-way, triggers — entity broadphase; issue #65)")
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feat_case("library/physics_tiles", "", "112 1 80 1 48 1 60", "physics_tiles.ludic (esys_move tile-grid broadphase: tile floor/wall + one-way tile land-from-above / rise-through; issue #65)")
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# builtin gameplay controllers, consumed as in-repo packages (issues #57-#61)
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controller_case("library/core_components", "", "110 30 184 1", "core_components.ludic (ludic.core #77: canonical Position/Body/Collider imported from a package, driving esys_move, composed with a game Health component)")
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controller_case("library/gameplay_foundation", "", "2 0 1 5 24 0 2 1 15 85 7 1 1", "gameplay_foundation.ludic (ludic.gameplay #57: Cooldown timer + Stats/modifier stack + Faction table + Combat cancel/mutable pipeline)")
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controller_case("games/platformer_demo", "", "1 1 1 1 1 1 1 1", "platformer_demo.ludic (ludic.platformer #58: gravity/land, jump apex, coyote, veto-gated double jump, wall collision + disable-system lever)")
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controller_case("games/platformer_scaffolding", "", "1 1 1 1 1 1", "platformer_scaffolding.ludic (ludic.platformer #58 layers 4-5: moving-platform rider carry, pickup->score, spring, hazard+Life i-frames)")
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