ludic/examples/library/input_actions.ludic
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feat(input): action maps + deterministic record/replay (#7)
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>
2026-08-31 16:03:56 +03:00

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# input_actions.ludic — action maps, runtime rebinding, and deterministic input
# record/replay (#7). Gameplay reads named actions, not physical keys, so a key
# is rebindable; and because the sim is deterministic in its input stream, a
# recorded run replays exactly. Driven headless off stdin (one key per poll):
#
# printf ' xwa' | bin/ludic examples/library/input_actions.ludic -> 1 0 1 1 0 1 0
program InputActions {
function bi(b: bool) -> int { if b { return 1 }; return 0 }
entry {
Input.bind("jump", ' ') # space triggers "jump"
Input.bind("up", 'w') # w triggers "up"
# --- action map + runtime rebinding (live) ---
Input.poll() # stdin: ' '
print(bi(Input.down("jump"))) # 1 — space is bound to jump
Input.rebind("jump", ' ', 'x') # remap jump from space to x at runtime
Input.poll() # stdin: ' '
print(bi(Input.down("jump"))) # 0 — space no longer fires jump
Input.poll() # stdin: 'x'
print(bi(Input.down("jump"))) # 1 — x now fires jump
# --- deterministic record / replay ---
Input.record() # capture the polled keys from here
Input.poll() # stdin: 'w'
print(bi(Input.down("up"))) # 1
Input.poll() # stdin: 'a'
print(bi(Input.down("up"))) # 0
Input.replay() # rewind; poll now reads the tape, not stdin
Input.poll()
print(bi(Input.down("up"))) # 1 — reproduces the recorded frame exactly
Input.poll()
print(bi(Input.down("up"))) # 0
}
}