#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>
533 B
533 B
bump: minor
type: feat
Directional int input (#79) — Input.axis_i(neg, pos) -> int returns a -1/0/1 movement intent (+1 positive key held, -1 negative, 0 neither or both) read from the multi-key device set, so turning WASD into movement no longer needs the ki(key_down('d')) - ki(key_down('a')) bool-to-int glue and feeds an int mover directly: dx = Input.axis_i('a', 'd'), dy = Input.axis_i('w', 's'). Complements Input.axis (fixed) / Input.vector (normalized). Example: examples/library/input_movement.ludic.