feat(input,ecs): #79 Input.axis_i directional int + #84 world bounds
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#79 — Input.axis_i(neg,pos) -> int returns a -1/0/1 movement intent from the
multi-key device set, so WASD-to-movement needs no bool->int glue and feeds an
int mover directly (dx = Input.axis_i('a','d')).

#84 — a Bounds config entity (rect + policy, from ludic.core) drives the
engine-owned world-bounds system (LateUpdate): clamp / wrap / bounce (clamp +
flip Body velocity) / kill (despawn a body fully outside). Reads the Collider
size so the box stays inside; off by default, spliced only when Bounds is
declared (byte-identical otherwise). Adds World.despawn(e) — the by-id
reflective despawn (runs @OnDespawn + frees) via a new world_despawn intrinsic
whose @fn_world_despawn helper is emitted in emit_program's tail once a use is
seen (the g_uses_* prelude pattern), used by the kill policy and callable from
any system.

Examples input_movement + world_bounds. Full suite 112/0, goldens
byte-identical, fixpoint holds.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-02 07:44:41 +03:00
parent 0497029dae
commit ad3be0c53c
17 changed files with 30435 additions and 29731 deletions

View file

@ -0,0 +1,24 @@
---
id: input-axis_i
name: Input.axis_i
category: input
kind: namespace-method
tokens: Input.axis_i
sig: Input.axis_i(neg, pos) -> int
tip: A -1/0/1 directional intent as a plain int, no bool->int glue.
order: 14
ns: Input
member: axis_i
---
Returns a directional intent as a plain <code>int</code>: <code>+1</code> when the positive key is held, <code>-1</code> when the negative one is, <code>0</code> for neither or both. It reads the multi-key device set, so it replaces the <code>ki(key_down('d')) - ki(key_down('a'))</code> boolean-to-int boilerplate and feeds an int mover directly — <code>dx = Input.axis_i('a', 'd')</code>, <code>dy = Input.axis_i('w', 's')</code>. For an analog / normalized value use <a href="input-axis.html"><code>Input.axis</code></a> (fixed) or <a href="input-vector.html"><code>Input.vector</code></a>.
```ludic
program Demo {
entry {
Input.press('d')
Input.poll()
print(Input.axis_i('a', 'd')) # 1
}
}
```