feat(stdlib): namespaced standard library (issue #2)
Implement the bulk of the namespaced-stdlib proposal (workshopsoft/ludic#2): 156 namespace methods across Math, Text, List, Ease, Collide, World, Net, Sys, Save, Mem, extended Screen, Color functions, extended Random, and Time. All deterministic fixed-point; self-hosting (C-free bootstrap fixpoint holds). Compiler (selfhost/): - Math.*: sqrt/sin/cos/tan/atan2/asin/acos (fixed-point runtime prelude — bit-by-bit isqrt, 256-entry interpolated sine table, Ross atan2), plus hypot/dist/dist2/deg_to_rad/rad_to_deg/posmod/wrap/ping_pong/snapped/ move_toward/smoothstep/lerp/remap/sign/floor/ceil/round. - Text.* (complete): upper/lower/trim/repeat/pad, split/join/replace, and the libc-backed queries. - List.* (complete): insert/remove_at/remove/sort plus the earlier ops. - Ease.* (in/out/in_out/back/bounce) and Collide.* (rects/point_rect/ circles/rect_circle). - Phase 3: World/Net/Sys/Save namespaced over the bare builtins (byte- identical IR) and Mem.* (bytes/words/copy/fill/peek/poke). - Screen.* extended (line/circle/fill_circle/triangle/fill_triangle via new runtime primitives; sprite/sprite_scaled aliases), Color.* functions, Random.* (value/int/sign), Time.* (frame/delta/elapsed/now — new game-loop frame counter). - Fix a lexer bug: fixed-point literals with >4 fractional digits overflowed. Docs & tooling: - 129 new per-symbol doc pages; gen.py made data-driven (namespaces discovered from the docs, no hardcoded list); new check-impl.py enforces that every implemented namespace method / keyword / type / phase has a doc page, wired into `x test-tools`. Document the previously-undocumented keywords (break/continue/where/entry/new/public + and/or/not tokens). - LSP: namespaced signature help (ns_method_sig) covering every namespace. Tests: 12 new self-host/regression tests + a golden render for the drawing primitives. All suites green (selfhost 21, regression 45, tools 29). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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7
docs/language/collide/_section.md
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docs/language/collide/_section.md
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---
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id: collide
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title: Collide
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order: 6
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---
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2D overlap tests on integer coordinates (pixels or tiles). Rectangles are <code>(x, y, w, h)</code> from the top-left; circles are <code>(x, y, r)</code>. Each returns a bool. Squared distances are computed in 64-bit so large coordinates never overflow.
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docs/language/collide/collide-circles.md
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docs/language/collide/collide-circles.md
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---
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id: collide-circles
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name: Collide.circles
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category: collide
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kind: namespace-method
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tokens: Collide.circles
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sig: Collide.circles(ax, ay, ar, bx, by, br) -> bool
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tip: Do two circles overlap?
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order: 2
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ns: Collide
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member: circles
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---
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Returns <code>true</code> when circles centred at <code>(ax, ay)</code> and <code>(bx, by)</code> with radii <code>ar</code> and <code>br</code> overlap — that is, when the distance between centres is at most <code>ar + br</code>. It compares squared distances internally, so there is no square root and no precision loss.
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```ludic
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program Demo {
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handler Step phase Update {
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if Collide.circles(px, py, 8, ex, ey, 8) { collide() }
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}
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}
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```
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docs/language/collide/collide-point_rect.md
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docs/language/collide/collide-point_rect.md
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---
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id: collide-point_rect
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name: Collide.point_rect
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category: collide
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kind: namespace-method
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tokens: Collide.point_rect
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sig: Collide.point_rect(px, py, rx, ry, rw, rh) -> bool
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tip: Is a point inside a rectangle?
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order: 1
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ns: Collide
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member: point_rect
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---
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Returns <code>true</code> when the point <code>(px, py)</code> lies within the rectangle <code>(rx, ry, rw, rh)</code> — inclusive on the top-left edge, exclusive on the bottom-right. Use it for mouse or touch hit-testing against a button or a world region.
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```ludic
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program Demo {
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handler Step phase Update {
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if Collide.point_rect(mx, my, bx, by, bw, bh) { press() }
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}
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}
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```
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docs/language/collide/collide-rect_circle.md
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docs/language/collide/collide-rect_circle.md
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---
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id: collide-rect_circle
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name: Collide.rect_circle
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category: collide
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kind: namespace-method
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tokens: Collide.rect_circle
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sig: Collide.rect_circle(rx, ry, rw, rh, cx, cy, cr) -> bool
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tip: Does a rectangle overlap a circle?
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order: 3
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ns: Collide
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member: rect_circle
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---
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Returns <code>true</code> when the rectangle <code>(rx, ry, rw, rh)</code> overlaps the circle centred at <code>(cx, cy)</code> with radius <code>cr</code>. It finds the point on the rectangle nearest the circle's centre and checks whether it falls within the radius — the correct test for a round actor against a blocky tile.
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```ludic
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program Demo {
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handler Step phase Update {
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if Collide.rect_circle(tx, ty, 16, 16, bx, by, 6) { block() }
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}
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}
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```
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docs/language/collide/collide-rects.md
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docs/language/collide/collide-rects.md
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---
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id: collide-rects
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name: Collide.rects
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category: collide
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kind: namespace-method
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tokens: Collide.rects
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sig: Collide.rects(ax, ay, aw, ah, bx, by, bw, bh) -> bool
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tip: Do two rectangles overlap?
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order: 0
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ns: Collide
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member: rects
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---
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Returns <code>true</code> when the axis-aligned rectangles <code>(ax, ay, aw, ah)</code> and <code>(bx, by, bw, bh)</code> overlap. Edges that merely touch do not count as overlapping. This is the standard broad-phase test for two hitboxes, tiles, or UI regions.
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```ludic
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program Demo {
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handler Step phase Update {
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if Collide.rects(px, py, 16, 16, ex, ey, 16, 16) { hit() }
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}
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}
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```
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