- 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>
27 lines
1.1 KiB
Text
27 lines
1.1 KiB
Text
# input_edge.ludic — Input.key_pressed / key_released edge detection (#87). A
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# handler game reads the press and release edges of a key in its Update phase; the
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# frame loop commits the device layer itself (#83), so the game does NOT call
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# Input.poll by hand, and the edges fire on exactly the transition frame. (The bug:
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# a manual Input.poll under the loop used to double-commit and copy in_held into
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# in_prev twice, so key_pressed/key_released never fired.)
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#
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# Driven headless by the keys on stdin, one char per frame. With "xkkxq":
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# x frame0 — nothing
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# k frame1 — pressed edge (down + just went down)
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# k frame2 — held (down, no edge)
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# x frame3 — released edge (was k, now not)
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# q frame4 — nothing, then quit
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#
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# Run: printf 'xkkxq' | bin/ludic examples/library/input_edge.ludic -> 0 11 1 100 0
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program InputEdge {
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property Tag { n: int = 0 }
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model P { Tag }
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handler In phase Update {
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var v = 0
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if Input.key_down('k') { v += 1 } # held
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if Input.key_pressed('k') { v += 10 } # went down this frame
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if Input.key_released('k') { v += 100 } # went up this frame
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print(v)
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}
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}
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