#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>
62 lines
3.6 KiB
Text
62 lines
3.6 KiB
Text
# components.ludic — the canonical engine-ABI components (#77).
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#
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# These are the exact bundles runtime/native/systems_move.ludic (#65) reads by
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# name. Import this file instead of re-declaring them, and the engine-owned
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# `esys_move` system moves and collides your entities for free — declare a Body
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# (and optionally a Collider) and it is ticked in the Update phase.
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#
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# Every field is defaulted so a game overrides only what it needs, and any field
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# the move system does not find on an entity no-ops cleanly. Extend by
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# *composition*: attach your own components (Health, Sprite, an AI brain) on the
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# same model next to these; nothing here needs subclassing.
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# The world anchor: integer pixels. This is the *rendered* location — a
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# framebuffer pixel is the smallest drawable unit — so it stays integer. Sub-pixel
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# motion accumulates in Body.rx/ry (Q16.16) and only the whole-pixel carry reaches
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# Position (see docs/RFC-POSITION-TYPES.md, #78).
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property Position { x: int = 0, y: int = 0 }
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# A moving body: Q16.16 velocity, optional gravity, engine-owned sub-pixel
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# accumulators, and the polled contact outputs the move system writes each frame.
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# policy 0 = platformer (gravity applies) policy 1 = top-down (no gravity)
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# on_ground / hit_wall / hit_ceiling and the optional contact normal hit_nx/hit_ny
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# are OUTPUTS: read them in a handler to raise your own landing / bonk events
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# (the SpriteAnim.event_fired pattern — polled flags, no engine coupling).
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property Body {
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vx: fixed = 0.0, vy: fixed = 0.0,
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gravity: fixed = 0.0, max_fall: fixed = 0.0,
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rx: fixed = 0.0, ry: fixed = 0.0,
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policy: int = 0,
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on_ground: int = 0, hit_wall: int = 0, hit_ceiling: int = 0,
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hit_nx: int = 0, hit_ny: int = 0
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}
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# An axis-aligned box off the Position anchor. A solid Collider resolves swept-AABB
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# collisions; a trigger (is_trigger = 1) reports overlap without resolving. layer /
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# mask are collision bitmasks (0 = all); one_way = 1 is a platform that blocks only
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# a downward landing. hit / entered / exited are trigger OUTPUTS.
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property Collider {
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w: int = 0, h: int = 0, offx: int = 0, offy: int = 0,
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is_trigger: int = 0, one_way: int = 0, layer: int = 0, mask: int = 0,
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hit: int = 0, entered: int = 0, exited: int = 0
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}
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# A drawable sprite (#85): declare it and the engine-owned sprite-render system
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# draws the entity each Render frame from its Position — no hand-written Render
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# handler. `id` is a sprite id (png_load / atlas cell); when the entity also carries
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# SpriteAnim, the current animation frame is added to it. offx/offy offset from the
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# Position anchor, scale is an integer zoom (0/1 = 1:1), flip mirrors horizontally,
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# tint (non-zero) draws every opaque pixel in one colour (hit flash), hidden = 1
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# skips it. Draw order is spawn order; a game wanting custom draw omits Sprite.
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property Sprite { id: int = 0, offx: int = 0, offy: int = 0, scale: int = 1, flip: int = 0, tint: int = 0, hidden: int = 0 }
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# Optional single config entity that turns the tile-grid broadphase on: solids are
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# read from the Map.* tilemap. tile > 0 sets the tile size in px; wall is the solid
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# glyph; oneway is an optional one-way-platform glyph (0 = none).
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property Solids { tile: int = 0, wall: int = 0, oneway: int = 0 }
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# Optional single config entity defining a world boundary / play area (#84): a rect
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# (x, y, w, h) and a policy the engine applies to every moving Body each frame —
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# 0 clamp (walls), 1 wrap (toroidal), 2 bounce (flip velocity), 3 kill (despawn when
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# fully outside). Off by default (no Bounds entity = open world).
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property Bounds { x: int = 0, y: int = 0, w: int = 0, h: int = 0, policy: int = 0 }
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