#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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17 changed files with 30435 additions and 29731 deletions
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@ -224,6 +224,7 @@ function emit_ns_call(ns: pointer, meth: pointer, e: Node) -> Val {
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if (meth == "press") { bare = "input_press"; push(labels, "key") }
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if (meth == "release") { bare = "input_release"; push(labels, "key") }
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if (meth == "axis") { bare = "input_axis"; push(labels, "neg"); push(labels, "pos") }
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if (meth == "axis_i") { bare = "input_axis_i"; push(labels, "neg"); push(labels, "pos") } # #79 directional int (-1/0/1)
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if (meth == "vector") { bare = "input_vector"; push(labels, "left"); push(labels, "right"); push(labels, "up"); push(labels, "down") }
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if (meth == "strength") { bare = "input_strength"; push(labels, "action") }
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if (meth == "mouse_x") { bare = "input_mouse_x" }
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@ -287,6 +288,7 @@ function emit_ns_call(ns: pointer, meth: pointer, e: Node) -> Val {
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if (meth == "count") { bare = "world_count" }
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if (meth == "size") { bare = "world_size" }
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if (meth == "spawn") { bare = "world_spawn" }
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if (meth == "despawn") { bare = "world_despawn" } # #84 — despawn an entity by id (runs @OnDespawn + frees)
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if (meth == "save") { bare = "world_save" }
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if (meth == "load") { bare = "world_load" }
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if (meth == "prop_id") { bare = "world_prop_id" }
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