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5 commits

Author SHA1 Message Date
19fcf60599 wip(0.S3): packages and examples migrated again from their pre-0.S sources in one run
ludic migrate state packages <every example program> packages/ludic.lab/example/plate.ludic
  1804 vars into 126 states, 64 into lets; 23498 edits in 460 files

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 15:31:34 +03:00
5ffe50ed02 wip(0.S2): migrate - a var nothing writes becomes a let; a state is keyed by its module, directory or program, so every program's plan agrees; paths normalized; program states named SceneDemoState / scene_demo_st; the LSP reads state, mut and entry/handler parameters
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 15:31:34 +03:00
3eda72e8c2 wip(0.S3): packages and examples migrated in one run - ludic migrate state packages <every example program> packages/ludic.lab/example/plate.ludic
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 15:02:45 +03:00
bf36bc8a8f refactor(runtime,packages,examples): named constants, package enums, idiom sweep
- runtime: HEADLESS_FRAME_PATH, STICK_DEADZONE / STICK_LEFT_X/Y, key and
  byte codes as char literals throughout (`k == 'w'`, `fill(rt_map, ' ', …)`)
- ludic.gameplay/stats: drop the duplicate `stat_field` (it answered "atk"
  for every build stat); Stats.base uses stats_field_name
- ludic.shooter: compare aim modes and fire patterns with AimMode.* and
  WeaponPattern.* instead of raw ints; STICK_RIGHT_X/Y
- ludic.npcai: DecisionMade / brain_set_state use AiState.*
- examples/games/menu.ludic uses Font.load / Ui.* with FONT_PATH and
  BACKDROP named; strings.ludic header says what it prints
- whole tree: `x = x + 1` → `x += 1` (single-term right-hand sides only),
  `0 - x` → `-x`, ASCII codes → char literals; every .ludic and every
  ```ludic fence reformatted with the fixed formatter (whitespace only)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-05 01:12:26 +03:00
bccd26fb29 feat(input): #83 Input Manager + auto-commit the device layer in the frame loop
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Fixes the papercut: the generated frame loop called rt_poll() (feeding only
Input.key) but never input_poll(), so Input.active/key_down/mouse/pad read
empty unless the game called Input.poll() by hand. The loop now calls
input_poll() when the game uses any Input runtime method — committing the
held-key/mouse/gamepad state, and record/replay — and stores its return as the
frame key so Input.key still works. A game using no Input runtime keeps the
plain rt_poll path, byte-identical.

Adds the Input-Manager API: Input.action(name,key) ships a default binding
(kept if already bound, so a rebind/loaded map isn't clobbered),
Input.bind_pad(name,button) makes an action device-agnostic (keyboard OR pad),
and Input.active/just_pressed/just_released read the multi-key device layer
with clean on-press/on-release edges (deterministic, dispatch-free — a handler
polls the edge; a replay fires identically).

Examples input_manager + input_auto, 5 docs pages. Full suite 107/0, goldens
byte-identical, fixpoint holds.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-09-02 07:04:10 +03:00