#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>
106 lines
3.9 KiB
Text
106 lines
3.9 KiB
Text
# ============================================================================
|
|
# systems_bounds.ludic — the engine-owned world-bounds system (#84).
|
|
#
|
|
# Games used to hand-roll clamping (clamp Position every frame) to fake walls or
|
|
# keep entities inside a play area. Declare a single `Bounds` config entity — a
|
|
# rect (x, y, w, h) plus a policy — and the engine keeps every moving `Body`
|
|
# inside it each frame, applying the policy at the edge:
|
|
#
|
|
# policy 0 clamp — stop at the edge (walls)
|
|
# policy 1 wrap — reappear on the opposite side (asteroids / toroidal world)
|
|
# policy 2 bounce — clamp and flip the Body velocity on the axis that hit
|
|
# policy 3 kill — despawn an entity fully outside the bounds (offscreen cleanup)
|
|
#
|
|
# Off by default (no Bounds entity = open world). Registered on the engine-system
|
|
# registry for LateUpdate, so it runs after the movement system has integrated the
|
|
# frame; spliced only when a game declares `Bounds`, so a game that never does
|
|
# compiles byte-identically. Everything integer + deterministic.
|
|
#
|
|
# Component contract (ship it from ludic.core):
|
|
# property Bounds { x: int, y: int, w: int, h: int, policy: int }
|
|
#
|
|
# It reads each Body entity's Position and (if present) its Collider size so the
|
|
# whole box stays inside; a Body with no Collider is treated as a point.
|
|
# ============================================================================
|
|
|
|
const BND_CLAMP: int = 0
|
|
const BND_WRAP: int = 1
|
|
const BND_BOUNCE: int = 2
|
|
const BND_KILL: int = 3
|
|
|
|
# read an int field by name off a component, or 0 if absent.
|
|
function bnd_get(e: int, p: int, name: pointer) -> int {
|
|
let f = World.field_id(p, name)
|
|
if f < 0 { return 0 }
|
|
return World.get(e, p, f)
|
|
}
|
|
|
|
function esys_bounds() -> void {
|
|
let PB = World.prop_id("Bounds")
|
|
if PB < 0 { return }
|
|
let cfg = World.query_next(PB, 0) # the single bounds config entity
|
|
if cfg < 0 { return }
|
|
let bx = bnd_get(cfg, PB, "x")
|
|
let by = bnd_get(cfg, PB, "y")
|
|
let bw = bnd_get(cfg, PB, "w")
|
|
let bh = bnd_get(cfg, PB, "h")
|
|
let pol = bnd_get(cfg, PB, "policy")
|
|
if bw <= 0 { return }
|
|
if bh <= 0 { return }
|
|
let x1 = bx + bw # right / bottom edges (exclusive of box size)
|
|
let y1 = by + bh
|
|
|
|
let PP = World.prop_id("Position")
|
|
if PP < 0 { return }
|
|
let fx = World.field_id(PP, "x")
|
|
let fy = World.field_id(PP, "y")
|
|
let PBody = World.prop_id("Body")
|
|
if PBody < 0 { return }
|
|
let f_vx = World.field_id(PBody, "vx")
|
|
let f_vy = World.field_id(PBody, "vy")
|
|
let PC = World.prop_id("Collider")
|
|
|
|
var e = World.query_next(PBody, 0)
|
|
while e >= 0 {
|
|
if World.has(e, PP) != 0 {
|
|
var x = World.get(e, PP, fx)
|
|
var y = World.get(e, PP, fy)
|
|
var w = 0
|
|
var h = 0
|
|
if PC >= 0 {
|
|
if World.has(e, PC) != 0 { w = bnd_get(e, PC, "w"); h = bnd_get(e, PC, "h") }
|
|
}
|
|
|
|
var killed = 0
|
|
if pol == BND_KILL {
|
|
if (x + w < bx) or (x > x1) or (y + h < by) or (y > y1) {
|
|
world_despawn(e) # fully outside -> remove it
|
|
killed = 1
|
|
}
|
|
}
|
|
if killed == 0 {
|
|
if pol == BND_WRAP {
|
|
if x + w < bx { x = x1 }
|
|
if x > x1 { x = bx - w }
|
|
if y + h < by { y = y1 }
|
|
if y > y1 { y = by - h }
|
|
} else {
|
|
# clamp (also the position half of bounce): keep [x, x+w] inside [bx, x1]
|
|
var hitx = 0
|
|
var hity = 0
|
|
if x < bx { x = bx; hitx = 1 }
|
|
if x + w > x1 { x = x1 - w; hitx = 1 }
|
|
if y < by { y = by; hity = 1 }
|
|
if y + h > y1 { y = y1 - h; hity = 1 }
|
|
if pol == BND_BOUNCE {
|
|
if (hitx == 1) and (f_vx >= 0) { World.set(e, PBody, f_vx, 0 - World.get(e, PBody, f_vx)) }
|
|
if (hity == 1) and (f_vy >= 0) { World.set(e, PBody, f_vy, 0 - World.get(e, PBody, f_vy)) }
|
|
}
|
|
}
|
|
World.set(e, PP, fx, x)
|
|
World.set(e, PP, fy, y)
|
|
}
|
|
}
|
|
e = World.query_next(PBody, e + 1)
|
|
}
|
|
}
|