#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 |
|---|---|---|---|---|---|---|---|---|---|
| world-despawn | World.despawn | world | namespace-method | World.despawn | World.despawn(entity) | Despawn an entity by id — runs its @OnDespawn hooks and frees the slot. | 16 | World | despawn |
Despawns an entity by id: it runs the entity's model @OnDespawn hook (with reason Despawned), sweeps any entity-scoped event listeners, and frees the slot back to the pool for reuse — the reflective, by-id form of the despawn statement. Use it from a system that has an entity id in hand (the engine world-bounds kill policy uses it, #84) or wherever you would write despawn e but only have the id.
program Demo {
property Mob { hp: int = 0 }
model M { Mob }
entry {
spawn M { Mob { hp: 1 } }
let pm = World.prop_id("Mob")
let e = World.query_next(pm, 0)
World.despawn(e)
print(World.query_next(pm, 0)) # -1 — none left
}
}