- 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>
314 lines
14 KiB
Text
314 lines
14 KiB
Text
# platformer.ludic — the builtin Platformer controller (#58), the reference
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# implementation of the six-lever extensibility contract (#57).
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#
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# It is *policy on top of mechanism*: the shared engine `esys_move` (Body/Collider,
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# runtime/native/systems_move.ludic) owns integration + swept-AABB tile collision;
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# this package owns movement feel. The controller is decomposed into small
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# engine-owned sub-systems, each registered with @EngineSystem and therefore
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# independently switch-off-able with `disable system <fn>` (lever 5):
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#
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# Input phase esys_platformer_input input actions -> intent fields
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# FixedUpdate phase esys_platformer_move accel/friction/air-control -> Body.vx
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# esys_platformer_gravity apex/fall-mul/variable-jump -> Body.gravity
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# esys_platformer_jump coyote + buffer + air-jumps -> Body.vy
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# (Update phase esys_move the sweep — core engine system)
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# LateUpdate phase esys_platformer_anim grounded/vx/vy -> state + events
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#
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# Running the control systems *before* the Update sweep (Input/FixedUpdate) and the
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# animation state *after* it (LateUpdate) is how the ordering lever (3) is realised
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# with today's phases: a game handler in Update runs after the controller set vx
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# but before the sweep; a handler in LateUpdate runs after collision resolved.
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#
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# Everything is integer Q16.16 (velocities are raw fixed bits, same as esys_move),
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# so replay, lockstep and world_save all hold. Nothing here is a float.
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const PLAT_Q: int = 65536 # Q16.16 one whole pixel
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# ---------------------------------------------------------------------------
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# The controller component. Every "feel" number is a defaulted POD field (lever
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# 1: tuning is data). `want_*` are the intent fields the input system fills — or
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# that an AI / a game writes directly after `disable system esys_platformer_input`
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# (this is exactly how #61 drives an NPC through the same controller). The rest is
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# engine-owned state the sub-systems keep between frames.
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# ---------------------------------------------------------------------------
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property Platformer {
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# --- tuning (lever 1) ---
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move_speed: int = 3, # ground max speed, px/frame
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accel: int = 60, # ground responsiveness, % of the speed gap closed / frame
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air_control: int = 40, # airborne responsiveness, %
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friction: int = 50, # ground stopping, % of speed shed / frame when idle
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jump_height: int = 4, # tiles; gravity + impulse are derived from this + apex
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apex_frames: int = 14, # frames to the top of the jump (defines gravity — feel)
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fall_gravity_mul: int = 160, # 100 = symmetric; >100 = snappier fall (Celeste)
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coyote_frames: int = 6, # grace frames to still jump after leaving a ledge
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jump_buffer_frames: int = 6, # grace frames to buffer a jump pressed before landing
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max_fall: int = 8, # terminal fall speed, px/frame
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air_jumps: int = 0, # extra mid-air jumps (1 = double jump, N = multi)
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policy: int = 0, # gravity profile (lever 6): 0 asymmetric, 1 symmetric, 2 floaty
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# --- intent (input system OR ai/game writes these) ---
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want_x: int = 0, # -1 left, 0 none, 1 right
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want_jump: int = 0, # 1 = jump pressed THIS frame (edge)
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hold_jump: int = 0, # 1 = jump held (for variable jump height)
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# --- engine-owned state ---
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coyote_t: int = 0,
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buffer_t: int = 0,
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jumps_left: int = 0,
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state: int = 0, # 0 idle, 1 run, 2 rise, 3 fall
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face: int = 1, # -1 / 1 last horizontal facing
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air_t: int = 0 # frames spent airborne (fall timer for Landed)
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}
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# jump-feel events, one at every decision (lever 4). The cancellable ones are the
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# veto points; the rest are pure observation.
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event cancellable JumpRequested { e: int = 0, kind: int = 0 } # kind 0 ground/coyote, 2 air
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event JumpPerformed { e: int = 0, kind: int = 0 }
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event Landed { e: int = 0, fall_frames: int = 0 }
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event StateChanged { e: int = 0, from: int = 0, to: int = 0 }
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# ---- small helpers ---------------------------------------------------------
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# the tile size drives the derived jump maths; read it from the Solids config
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# entity (as esys_move does) so a jump_height in "tiles" means the same thing.
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function plat_tile() -> int {
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let ps = World.prop_id("Solids")
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if ps < 0 { return 16 }
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let se = World.query_next(ps, 0)
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if se < 0 { return 16 }
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let ft = World.field_id(ps, "tile")
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if ft < 0 { return 16 }
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let t = World.get(se, ps, ft)
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if t <= 0 { return 16 }
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return t
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}
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# derived jump kinematics, in raw Q16.16 px/frame. From peak height H and time to
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# apex T: v0 = 2H/T, g = 2H/T^2 (the standard feel-first parameterisation).
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function plat_v0(jh: int, apex: int, tile: int) -> int {
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let h = jh * tile
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if apex <= 0 { return 0 }
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return (2 * h * PLAT_Q) / apex
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}
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function plat_g(jh: int, apex: int, tile: int) -> int {
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let h = jh * tile
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if apex <= 0 { return 0 }
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return (2 * h * PLAT_Q) / (apex * apex)
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}
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# reflected Platformer field accessors (small, so the systems read clean)
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function pf_get(e: int, name: pointer) -> int {
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let P = World.prop_id("Platformer")
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let f = World.field_id(P, name)
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if f < 0 { return 0 }
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return World.get(e, P, f)
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}
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function pf_set(e: int, name: pointer, v: int) -> void {
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let P = World.prop_id("Platformer")
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let f = World.field_id(P, name)
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if f >= 0 { World.set(e, P, f, v) }
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}
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function bd_get(e: int, name: pointer) -> int {
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let P = World.prop_id("Body")
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let f = World.field_id(P, name)
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if f < 0 { return 0 }
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return World.get(e, P, f)
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}
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function bd_set(e: int, name: pointer, v: int) -> void {
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let P = World.prop_id("Body")
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let f = World.field_id(P, name)
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if f >= 0 { World.set(e, P, f, v) }
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}
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# ===========================================================================
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# esys_platformer_input (Input) — bind the action map once (Input.bind), and this
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# fills the intent fields from it every frame. A game rebinds keys/gamepad through
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# the same Input.* action map (so record/replay is free); an AI-driven body simply
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# `disable system esys_platformer_input` and writes want_x/want_jump itself.
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# ===========================================================================
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@EngineSystem(Platformer, Input) function esys_platformer_input() -> void {
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let P = World.prop_id("Platformer")
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if P < 0 { return }
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var e = World.query_next(P, 0)
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while e >= 0 {
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var wx = 0
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if Input.down("move_right") { wx += 1 }
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if Input.down("move_left") { wx -= 1 }
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pf_set(e, "want_x", wx)
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var wj = 0; if Input.pressed("jump") { wj = 1 }
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pf_set(e, "want_jump", wj)
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var hj = 0; if Input.down("jump") { hj = 1 }
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pf_set(e, "hold_jump", hj)
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e = World.query_next(P, e + 1)
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}
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}
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# ===========================================================================
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# esys_platformer_move (FixedUpdate) — accelerate Body.vx toward the intended
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# speed, with less authority in the air and friction when idle. Runs before the
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# Update sweep, which then moves and resolves the body.
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# ===========================================================================
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@EngineSystem(Platformer, FixedUpdate) function esys_platformer_move() -> void {
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let P = World.prop_id("Platformer")
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if P < 0 { return }
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var e = World.query_next(P, 0)
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while e >= 0 {
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let wx = pf_get(e, "want_x")
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let speed = pf_get(e, "move_speed")
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let grounded = bd_get(e, "on_ground")
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var vx = bd_get(e, "vx")
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let tvx = wx * speed * PLAT_Q
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var rate = 0
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if wx != 0 {
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if grounded == 1 { rate = pf_get(e, "accel") } else { rate = pf_get(e, "air_control") }
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} else {
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rate = pf_get(e, "friction")
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}
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if rate > 100 { rate = 100 }
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vx = vx + (tvx - vx) * rate / 100
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bd_set(e, "vx", vx)
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if wx != 0 { pf_set(e, "face", wx) }
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e = World.query_next(P, e + 1)
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}
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}
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# ===========================================================================
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# esys_platformer_gravity (FixedUpdate) — set Body.gravity for this frame from the
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# derived apex gravity and the active gravity profile (lever 6), plus variable
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# jump height: a rising body whose jump was released falls faster (a short hop).
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# esys_move applies Body.gravity to vy and clamps to Body.max_fall.
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# ===========================================================================
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@EngineSystem(Platformer, FixedUpdate) function esys_platformer_gravity() -> void {
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let P = World.prop_id("Platformer")
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if P < 0 { return }
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let tile = plat_tile()
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var e = World.query_next(P, 0)
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while e >= 0 {
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let jh = pf_get(e, "jump_height")
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let apex = pf_get(e, "apex_frames")
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var g = plat_g(jh, apex, tile)
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let pol = pf_get(e, "policy")
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if pol == 2 { g /= 2 } # floaty
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let vy = bd_get(e, "vy")
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if vy > 0 { # falling
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var fm = pf_get(e, "fall_gravity_mul")
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if pol == 1 { fm = 100 } # symmetric profile ignores the fall multiplier
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g = g * fm / 100
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} else {
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if pf_get(e, "hold_jump") == 0 { g *= 2 } # released while rising -> short hop
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}
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bd_set(e, "gravity", g)
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bd_set(e, "max_fall", pf_get(e, "max_fall") * PLAT_Q)
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e = World.query_next(P, e + 1)
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}
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}
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# do one jump: announce it (veto-able), and if allowed apply the upward impulse.
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function plat_do_jump(e: int, kind: int) -> bool {
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if emit JumpRequested(e: e, kind: kind) != 0 { return false }
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let tile = plat_tile()
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let v0 = plat_v0(pf_get(e, "jump_height"), pf_get(e, "apex_frames"), tile)
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bd_set(e, "vy", -v0)
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pf_set(e, "buffer_t", 0)
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pf_set(e, "coyote_t", 0)
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emit JumpPerformed(e: e, kind: kind)
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return true
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}
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# ===========================================================================
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# esys_platformer_jump (FixedUpdate) — the coyote-time + jump-buffer + air-jump
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# state machine. Grounded state comes from last frame's sweep (Body.on_ground).
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# ===========================================================================
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@EngineSystem(Platformer, FixedUpdate) function esys_platformer_jump() -> void {
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let P = World.prop_id("Platformer")
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if P < 0 { return }
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var e = World.query_next(P, 0)
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while e >= 0 {
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let grounded = bd_get(e, "on_ground")
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# coyote + air-jump refill on the ground
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if grounded == 1 {
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pf_set(e, "coyote_t", pf_get(e, "coyote_frames"))
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pf_set(e, "jumps_left", pf_get(e, "air_jumps"))
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} else {
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let c = pf_get(e, "coyote_t")
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if c > 0 { pf_set(e, "coyote_t", c - 1) }
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}
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# jump buffer
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if pf_get(e, "want_jump") == 1 {
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pf_set(e, "buffer_t", pf_get(e, "jump_buffer_frames"))
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} else {
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let b = pf_get(e, "buffer_t")
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if b > 0 { pf_set(e, "buffer_t", b - 1) }
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}
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pf_set(e, "want_jump", 0) # consume the edge
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# resolve a buffered jump
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if pf_get(e, "buffer_t") > 0 {
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if pf_get(e, "coyote_t") > 0 {
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plat_do_jump(e, 0) # ground / coyote
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} else {
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let jl = pf_get(e, "jumps_left")
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if jl > 0 {
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if plat_do_jump(e, 2) { pf_set(e, "jumps_left", jl - 1) } # air jump
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}
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}
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}
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e = World.query_next(P, e + 1)
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}
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}
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# ===========================================================================
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# esys_platformer_anim (LateUpdate) — runs after the sweep, so grounded/vx/vy are
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# settled. Derives the animation state (idle/run/rise/fall), emits StateChanged on
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# a transition and Landed on touchdown (carrying how long the body fell, for squash
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# / fall-damage). It does NOT call into the renderer: a game maps state -> a clip in
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# one @On(StateChanged) listener (see the example), keeping this sub-system pure and
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# the anim mapping fully replaceable.
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# ===========================================================================
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@EngineSystem(Platformer, LateUpdate) function esys_platformer_anim() -> void {
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let P = World.prop_id("Platformer")
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if P < 0 { return }
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var e = World.query_next(P, 0)
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while e >= 0 {
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let grounded = bd_get(e, "on_ground")
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let vx = bd_get(e, "vx")
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let vy = bd_get(e, "vy")
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# fall timer + Landed edge
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if grounded == 1 {
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let at = pf_get(e, "air_t")
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if at > 0 { emit Landed(e: e, fall_frames: at) }
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pf_set(e, "air_t", 0)
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} else {
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pf_set(e, "air_t", pf_get(e, "air_t") + 1)
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}
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# state
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var st = 0
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if grounded == 1 {
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var ax = vx; if ax < 0 { ax = -ax }
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if ax > (PLAT_Q / 4) { st = 1 } else { st = 0 } # running vs idle (>0.25 px/frame)
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} else {
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if vy < 0 { st = 2 } else { st = 3 } # rise vs fall
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}
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let prev = pf_get(e, "state")
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if st != prev {
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pf_set(e, "state", st)
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emit StateChanged(e: e, from: prev, to: st)
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}
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e = World.query_next(P, e + 1)
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}
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}
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# ===========================================================================
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# Platformer.* convenience namespace — thin helpers for games/AI.
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# ===========================================================================
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# make a body jump from code (used by AI, cutscenes, springs): buffers a jump so
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# the normal coyote/air-jump rules in esys_platformer_jump still apply next frame.
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@Namespace(Platformer) function platformer_jump(e: int) -> void { pf_set(e, "want_jump", 1) }
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# hold/release the jump button (drives variable jump height): 1 = held.
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@Namespace(Platformer) function platformer_hold(e: int, held: int) -> void { pf_set(e, "hold_jump", held) }
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# set the horizontal intent directly (an AI or a custom input source).
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@Namespace(Platformer) function platformer_move(e: int, dir: int) -> void { pf_set(e, "want_x", dir) }
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@Namespace(Platformer) function platformer_state(e: int) -> int { return pf_get(e, "state") }
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@Namespace(Platformer) function platformer_grounded(e: int) -> int { return bd_get(e, "on_ground") }
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# bind the default action map (call once at boot); a game may bind its own instead.
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@Namespace(Platformer) function platformer_default_binds() -> void {
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Input.bind("move_left", 'a')
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Input.bind("move_right", 'd')
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Input.bind("jump", ' ')
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}
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