ludic/examples/library/input_movement.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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# input_movement.ludic — Input.axis_i (#79): turn WASD into a -1/0/1 movement
# intent as a plain int, with no bool->int glue (`ki(key_down('d')) - ...`). It
# reads the multi-key device set and feeds an int mover directly. Driven headless
# by injection, the same way the #50 device tests are.
#
# Deterministic; a full run prints: 1 0 -1 -1 0
program InputMovement {
entry {
Input.press('d') # hold right
Input.poll()
print(Input.axis_i('a', 'd')) # 1 — dx = right
print(Input.axis_i('w', 's')) # 0 — dy = none
Input.release('d')
Input.press('a') # hold left
Input.press('w') # and up
Input.poll()
print(Input.axis_i('a', 'd')) # -1 — dx = left
print(Input.axis_i('w', 's')) # -1 — dy = up
Input.press('d') # now both left AND right held
Input.poll()
print(Input.axis_i('a', 'd')) # 0 — opposing keys cancel
}
}