The two ideas the input revamp leads with, built in Ludic over the single-key poll every target already provides: - Action maps: gameplay reads named actions, not physical keys, so keys are rebindable and a scheme is data. Input.bind(action, key), Input.down/pressed(action), Input.rebind(action, from, to). - Deterministic record/replay: Input.poll() is the one per-frame input read; Input.record() captures the key each frame and Input.replay() feeds the tape back, so a run reproduces exactly — the seed of lockstep netcode. "Read input" and "read a recorded snapshot" are the same call. runtime/native/input.ludic (spliced when the new Input.* methods are used; pulls in core.ludic for rt_poll). emit_ns_call routes the methods to the @fn_input_* runtime; parse.ludic gates the splice. Seven docs/language pages; worked example + regression examples/library/input_actions.ludic (1 0 1 1 0 1 0). Full suite 75 passed, self-host fixpoint intact, no golden drift. The device layer (multi-key held, gamepads, touch, analog) needs a platform key-state backend and is tracked separately. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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| id | name | category | kind | tokens | sig | tip | order | ns | member |
|---|---|---|---|---|---|---|---|---|---|
| input-replay | Input.replay | input | namespace-method | Input.replay | Input.replay() -> void | Replay recorded input; poll then reads the tape, not the device. | 7 | Input | replay |
Rewinds the recording made by Input.record and switches to replay mode: each subsequent Input.poll returns the next key from the tape instead of the live device, so the recorded session runs again exactly — deterministic replays, demo playback, and the basis of rollback netcode. Past the end of the tape, poll reports no input.
program Replaying {
entry {
Input.bind("up", 'w')
Input.record()
Input.poll()
Input.replay()
Input.poll()
if Input.down("up") { print(1) }
}
}