#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>
24 lines
1.2 KiB
Text
24 lines
1.2 KiB
Text
# ludic.core — the canonical engine-ABI components (#77).
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#
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# The engine-owned movement system (runtime/native/systems_move.ludic) reads
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# Position / Body / Collider / Solids *by name* through the reflection ABI, but
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# no package defined them — so every game and every example re-declared identical
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# `property Position/Body/Collider` bundles by hand, copy-pasting the engine ABI.
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# That is exactly the kind of thing a game developer should never hand-write.
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#
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# This package ships those bundles as the one canonical definition. A game
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# imports them instead of copy-pasting, and extends by *composition* — attach
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# your own components alongside on the same model; the engine still resolves
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# Position/Body/Collider by name, and any field a game does not need simply keeps
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# its default. It is an ordinary source package: AOT means the properties compile
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# straight into the consumer's compile-time ECS with no ABI seam, and everything
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# stays integer + Q16.16 deterministic (lockstep / replay / world_save hold).
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package "ludic.core"
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version "0.1.0"
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kind source
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provides "Position"
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provides "Body"
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provides "Collider"
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provides "Solids"
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provides "Sprite"
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provides "Bounds"
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