#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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@ -147,6 +147,7 @@ function emit_program() -> void {
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g_uses_panic = false
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g_uses_result = false
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g_uses_option = false
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g_uses_world_despawn = false # #84: set when a world_despawn call is emitted (below)
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g_cov_lines = new []int
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g_cov_active = true
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loc_name = new []pointer; loc_reg = new []pointer; loc_ty = new []pointer; loc_mut = new []int
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@ -184,6 +185,7 @@ function emit_program() -> void {
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i = 0
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while i < len(prog) { if prog[i].kind == N_MAIN { emit_main(prog[i]) }; i = i + 1 }
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} } }
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if g_uses_world_despawn { emit_world_despawn_fn() } # #84: @fn_world_despawn, after all World.despawn / esys_bounds-kill uses are seen
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if g_uses_loopback { emit_loopback() } # built-in transport, after all net_send/net_poll uses are seen
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if g_uses_str { emit_str_prelude() } # @fn_str_eq / @fn_str_concat, after all uses are seen
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if g_uses_intstr { emit_int_str() } # @fn_int_str, for string(int) in interpolation
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