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>
762 B
762 B
id: input-down name: Input.down category: input kind: namespace-method tokens: Input.down sig: Input.down(action: str) -> bool tip: Is a named action held on the frame last polled? order: 4 ns: Input member: down
Returns whether a named action is held on the frame last read by Input.poll — true when the polled key is one of the keys bound to the action. Use it for continuous input (move while held); for a one-shot press use Input.pressed. Reading an action rather than a key is what lets the same handler serve any binding.
program Held {
entry {
Input.bind("up", 'w')
Input.poll()
if Input.down("up") { print(1) }
}
}