#79 — Input.axis_i(neg,pos) -> int returns a -1/0/1 movement intent from the multi-key device set, so WASD-to-movement needs no bool->int glue and feeds an int mover directly (dx = Input.axis_i('a','d')). #84 — a Bounds config entity (rect + policy, from ludic.core) drives the engine-owned world-bounds system (LateUpdate): clamp / wrap / bounce (clamp + flip Body velocity) / kill (despawn a body fully outside). Reads the Collider size so the box stays inside; off by default, spliced only when Bounds is declared (byte-identical otherwise). Adds World.despawn(e) — the by-id reflective despawn (runs @OnDespawn + frees) via a new world_despawn intrinsic whose @fn_world_despawn helper is emitted in emit_program's tail once a use is seen (the g_uses_* prelude pattern), used by the kill policy and callable from any system. Examples input_movement + world_bounds. Full suite 112/0, goldens byte-identical, fixpoint holds. 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-axis_i | Input.axis_i | input | namespace-method | Input.axis_i | Input.axis_i(neg, pos) -> int | A -1/0/1 directional intent as a plain int, no bool->int glue. | 14 | Input | axis_i |
Returns a directional intent as a plain int: +1 when the positive key is held, -1 when the negative one is, 0 for neither or both. It reads the multi-key device set, so it replaces the ki(key_down('d')) - ki(key_down('a')) boolean-to-int boilerplate and feeds an int mover directly — dx = Input.axis_i('a', 'd'), dy = Input.axis_i('w', 's'). For an analog / normalized value use Input.axis (fixed) or Input.vector.
program Demo {
entry {
Input.press('d')
Input.poll()
print(Input.axis_i('a', 'd')) # 1
}
}