ludic/docs/language/world/world-despawn.md
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feat(input,ecs): #79 Input.axis_i directional int + #84 world bounds
#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>
2026-09-02 07:44:41 +03:00

976 B

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
  }
}