#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>
1,003 B
bump: minor
type: feat
Optional world boundaries (#84) — declare a single Bounds config entity (a rect x, y, w, h plus a policy, shipped from ludic.core) and the engine-owned world-bounds system keeps every moving Body inside the play area each frame, so a game no longer hand-clamps Position. Four policies: 0 clamp (walls), 1 wrap (toroidal), 2 bounce (clamp + flip the Body velocity on the axis that hit), 3 kill (despawn a body fully outside). It reads each body's Collider size so the whole box stays inside; off by default (no Bounds entity = open world). Registered on the engine-system registry for LateUpdate (after movement integrates) and spliced only when a game declares Bounds, so a game that never does compiles byte-identically. Also adds World.despawn(entity) — the reflective, by-id form of the despawn statement (runs @OnDespawn + frees the slot), which the kill policy uses and any system can call. Example: examples/library/world_bounds.ludic.