Phase 1 of the fuller type-system proposal: two by-value spatial types that lower to packed integers (no heap, copy like scalars). - IVec2 — integer 2D vector, a pair of int packed into one i64, for tile and grid coordinates: make/zero/x/y/add/sub/scale/dot, the grid distance manhattan, equal, and to_vector (widen into the fixed-point Vector). - Rect — axis-aligned rectangle, four Q16.16 fixed components packed into one i128, for HUD boxes and hitboxes: make/x/y/w/h, the derived right/bottom/center, and the contains (point) / intersects (overlap) tests. Both are exact and deterministic, bit-identical on every platform. Vector and Color already cover phase 1's other 2D primitives. Wired end to end: emit_core llty (IVec2->i64, Rect->i128), emit_call dispatch, the FRAGS list + reseeded seed, a selfhost test (types2d), per-symbol docs + type pages + inventory, and the vocabulary/editor sync (header, JetBrains, TextMate, LSP). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
22 lines
523 B
Markdown
22 lines
523 B
Markdown
---
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id: rect-intersects
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name: Rect.intersects
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category: rect
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kind: namespace-method
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tokens: Rect.intersects
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sig: Rect.intersects(a, b) -> bool
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tip: True when two rectangles overlap.
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order: 9
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ns: Rect
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member: intersects
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---
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Tests whether two rectangles overlap (axis-aligned bounding-box test). Touching edges do not count as overlapping. This is the cheap broad-phase check before any finer collision work.
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```ludic
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program Demo {
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handler Step phase Update {
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if Rect.intersects(player, hazard) { hurt() }
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}
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}
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```
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