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Author SHA1 Message Date
02448e176c wip(0.S3): the runtime migrated - ludic migrate state --runtime <every program>: 331 vars into 25 states (RtInputState, RtGlState, ...), 2 lets; its states are made before it boots; no module-level var is let through outside --globals
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 16:02:12 +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
ad548840c7 feat(engine): #90 atlas-aware Sprite component, #91 become from listeners, 0.3.x ergonomics batch
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Closes the two open issues and lands the pending unreleased batch:

- #90: `Sprite { atlas: 1 }` routes esys_sprite through atlas_draw_ex
  (scale/flip/tint), so cell / cell_span / strip ids of any size draw
  through the engine sprite-render system. examples/library/sprite_atlas
  is the pixel-readback regression.
- #91: `become` from an @On(Event) listener / global handler / plain
  function no longer segfaults the compiler; it emits @L_scene_leave()
  (a dispatch on the live scene id) so the leaving scene's on-exit runs.
  UI_* handles are readable from any code (widget table built on first
  use). examples/library/scene_menus covers it.
- fix: a windowed `ludicc -o` build that reaches the audio runtime only
  through the atlas/Assets preload import now links audio.ll +
  AVFoundation (the audio backend link was gated on a game-level
  Audio.* call, so any windowed game declaring Sprite failed to link).
- the hand-written "Unreleased" CHANGELOG section is converted to
  changesets under changes/ so `x release` generates it.
- plus the batch: engine-driven retained UI + UiClicked event, Overlay
  phase, TileSkin tilemap-render system, Key.* constants, Font/Ui/File
  namespaces, Sprite.strip, prefabs, managers, countdown fields,
  enum-typed machines, layer @Queries, ludic.prefs / ludic.dungeon
  packages, Ai.seek pathing, Solids.solid2, cursor confine (mode 3)
  fix, shooter centre-aim fix, reserved-word function diagnostic.

Verified: x test (124/124), x test-tools, check-impl, check-vocabulary,
check-docs, docs-gen + docs-check, bootstrap-cfree (seed is a fixpoint).

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-04 01:36:08 +03:00
0b149a6876 feat(engine): 2D collision / physics-lite — Body + Collider + esys_move (#65)
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Phase 0 of the gameplay-controller work (#57): turn the static Collision.*
overlap tests into a real physics-lite moving-body-with-collision layer that
the platformer / shooter / NPC-AI / RPG families build on.

New engine-owned system esys_move (runtime/native/systems_move.ludic), spliced
and Update-phase-registered when a game declares `Body` (parse.ludic), standing
entirely on the reflection ABI like the SpriteAnim / Motion / Light2D systems:

- Body { vx, vy, gravity, max_fall, rx, ry, policy, on_ground, hit_wall,
  hit_ceiling } — Q16.16 velocity + engine-owned sub-pixel accumulators.
- Collider { w, h, offx, offy, is_trigger, one_way, layer, mask, hit, entered,
  exited } — AABB shape off Position, layer/mask filtering, one-way + triggers.
- Solids { tile, wall, oneway } — optional config entity enabling the tile-grid
  broadphase over the Map.* tilemap.

esys_move integrates velocity + gravity, then resolves per-axis swept AABB
against both solid Collider entities and the tile grid (no tunneling), handles
one-way platforms (block only a downward landing), reports trigger/sensor
overlaps without resolving, and sets on_ground / hit_wall / hit_ceiling for a
controller to poll. No float, no hidden singletons, no runtime dispatch —
integer + deterministic, so replay / lockstep / world_save hold. Contact is
surfaced as polled flags (the SpriteAnim.event_fired shape), so a game raises
its own CollisionResolved / TriggerEntered events with no engine coupling.

Two self-asserting examples (entity + tile broadphase) wired into `x test`;
docs added to the collision section. A build with no Body compiles byte-for-byte
the same (bootstrap fixpoint + all golden renders unchanged).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-09-01 13:17:36 +03:00