#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>
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@ -370,6 +370,17 @@ function input_axis(neg: int, pos: int) -> fixed {
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if in_bit_get(in_held, neg) { v = v - fixed(1) }
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return v
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}
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# #79 — a directional intent as a plain int: +1 if the positive key is held, -1 if
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# the negative, 0 if neither or both. Reads the multi-key device set, so it needs
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# no bool->int glue (the `dx = ki(key_down('d')) - ki(key_down('a'))` boilerplate)
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# and feeds an int mover (TopDown.move) straight: dx = Input.axis_i('a','d').
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function input_axis_i(neg: int, pos: int) -> int {
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in_init()
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var v = 0
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if in_bit_get(in_held, pos) { v = v + 1 }
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if in_bit_get(in_held, neg) { v = v - 1 }
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return v
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}
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# A 2D vector from four direction keys, normalized so a diagonal is not faster.
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function input_vector(left: int, right: int, up: int, down: int) -> Vector {
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in_init()
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