ludic/examples/library/world_bounds.ludic
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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

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# world_bounds.ludic — the engine world-bounds system (#84): declare one Bounds
# config entity (rect + policy) and the engine keeps every moving Body inside the
# play area each frame — clamp / wrap / bounce / kill — instead of the game
# hand-clamping Position. Bounds/Body/Collider come from ludic.core. Driven by
# tick_fixed (Update integrates, LateUpdate applies the bounds).
#
# Deterministic; a full run prints: 184 -16 184 1 1
program WorldBounds {
import "ludic.core/components.ludic"
function tick_n(n: int) -> void { var i = 0; while i < n { tick_fixed(); i = i + 1 } }
function bi(b: bool) -> int { if b { return 1 }; return 0 }
function clear_all() -> void {
let pb = World.prop_id("Body")
var e = World.query_next(pb, 0)
while e >= 0 { despawn e; e = World.query_next(pb, 0) }
let pn = World.prop_id("Bounds")
var c = World.query_next(pn, 0)
while c >= 0 { despawn c; c = World.query_next(pn, 0) }
}
entry {
let PP = World.prop_id("Position")
let fx = World.field_id(PP, "x")
let PBody = World.prop_id("Body")
let f_vx = World.field_id(PBody, "vx")
# A. clamp (policy 0): a body running right is stopped at the right wall.
spawn B0 { Bounds { x: 0, y: 0, w: 200, h: 200, policy: 0 } }
spawn M0 { Position { x: 180, y: 50 }, Body { vx: fixed(10), policy: 1 }, Collider { w: 16, h: 16 } }
var a = World.query_next(PBody, 0)
tick_n(10)
print(World.get(a, PP, fx)) # 184 = 200 - 16 (box right edge at the wall)
clear_all()
# B. wrap (policy 1): past the right edge, it reappears on the left.
spawn B1 { Bounds { x: 0, y: 0, w: 200, h: 200, policy: 1 } }
spawn M1 { Position { x: 195, y: 50 }, Body { vx: fixed(10), policy: 1 }, Collider { w: 16, h: 16 } }
a = World.query_next(PBody, 0)
tick_n(1)
print(World.get(a, PP, fx)) # -16 = bx - w (wrapped to the far side)
clear_all()
# C. bounce (policy 2): clamp at the wall AND flip the velocity.
spawn B2 { Bounds { x: 0, y: 0, w: 200, h: 200, policy: 2 } }
spawn M2 { Position { x: 190, y: 50 }, Body { vx: fixed(10), policy: 1 }, Collider { w: 16, h: 16 } }
a = World.query_next(PBody, 0)
tick_n(1)
print(World.get(a, PP, fx)) # 184 (clamped at the wall)
print(bi(World.get(a, PBody, f_vx) < 0)) # 1 (vx flipped negative)
clear_all()
# D. kill (policy 3): a body fully outside is despawned.
spawn B3 { Bounds { x: 0, y: 0, w: 200, h: 200, policy: 3 } }
spawn M3 { Position { x: 300, y: 50 }, Body { vx: fixed(10), policy: 1 }, Collider { w: 16, h: 16 } }
tick_n(1)
var live = 0
var q = World.query_next(PBody, 0)
while q >= 0 { live = live + 1; q = World.query_next(PBody, q + 1) }
print(live) # 0 — the out-of-bounds body was killed
}
}