- 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>
63 lines
2.8 KiB
Text
63 lines
2.8 KiB
Text
# world_bounds.ludic — the engine world-bounds system (#84): declare one Bounds
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# config entity (rect + policy) and the engine keeps every moving Body inside the
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# play area each frame — clamp / wrap / bounce / kill — instead of the game
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# hand-clamping Position. Bounds/Body/Collider come from ludic.core. Driven by
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# tick_fixed (Update integrates, LateUpdate applies the bounds).
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#
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# Deterministic; a full run prints: 184 -16 184 1 1
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program WorldBounds {
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import "ludic.core/components.ludic"
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function tick_n(n: int) -> void { var i = 0; while i < n { tick_fixed(); i += 1 } }
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function bi(b: bool) -> int { if b { return 1 }; return 0 }
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function clear_all() -> void {
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let pb = World.prop_id("Body")
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var e = World.query_next(pb, 0)
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while e >= 0 { despawn e; e = World.query_next(pb, 0) }
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let pn = World.prop_id("Bounds")
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var c = World.query_next(pn, 0)
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while c >= 0 { despawn c; c = World.query_next(pn, 0) }
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}
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entry {
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let PP = World.prop_id("Position")
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let fx = World.field_id(PP, "x")
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let PBody = World.prop_id("Body")
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let f_vx = World.field_id(PBody, "vx")
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# A. clamp (policy 0): a body running right is stopped at the right wall.
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spawn B0 { Bounds { x: 0, y: 0, w: 200, h: 200, policy: 0 } }
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spawn M0 { Position { x: 180, y: 50 }, Body { vx: fixed(10), policy: 1 }, Collider { w: 16, h: 16 } }
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var a = World.query_next(PBody, 0)
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tick_n(10)
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print(World.get(a, PP, fx)) # 184 = 200 - 16 (box right edge at the wall)
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clear_all()
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# B. wrap (policy 1): past the right edge, it reappears on the left.
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spawn B1 { Bounds { x: 0, y: 0, w: 200, h: 200, policy: 1 } }
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spawn M1 { Position { x: 195, y: 50 }, Body { vx: fixed(10), policy: 1 }, Collider { w: 16, h: 16 } }
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a = World.query_next(PBody, 0)
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tick_n(1)
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print(World.get(a, PP, fx)) # -16 = bx - w (wrapped to the far side)
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clear_all()
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# C. bounce (policy 2): clamp at the wall AND flip the velocity.
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spawn B2 { Bounds { x: 0, y: 0, w: 200, h: 200, policy: 2 } }
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spawn M2 { Position { x: 190, y: 50 }, Body { vx: fixed(10), policy: 1 }, Collider { w: 16, h: 16 } }
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a = World.query_next(PBody, 0)
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tick_n(1)
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print(World.get(a, PP, fx)) # 184 (clamped at the wall)
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print(bi(World.get(a, PBody, f_vx) < 0)) # 1 (vx flipped negative)
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clear_all()
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# D. kill (policy 3): a body fully outside is despawned.
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spawn B3 { Bounds { x: 0, y: 0, w: 200, h: 200, policy: 3 } }
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spawn M3 { Position { x: 300, y: 50 }, Body { vx: fixed(10), policy: 1 }, Collider { w: 16, h: 16 } }
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tick_n(1)
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var live = 0
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var q = World.query_next(PBody, 0)
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while q >= 0 { live += 1; q = World.query_next(PBody, q + 1) }
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print(live) # 0 — the out-of-bounds body was killed
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}
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}
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