ludic/examples/library/world_bounds.ludic
Orkuncakilkaya bf36bc8a8f refactor(runtime,packages,examples): named constants, package enums, idiom sweep
- runtime: HEADLESS_FRAME_PATH, STICK_DEADZONE / STICK_LEFT_X/Y, key and
  byte codes as char literals throughout (`k == 'w'`, `fill(rt_map, ' ', …)`)
- ludic.gameplay/stats: drop the duplicate `stat_field` (it answered "atk"
  for every build stat); Stats.base uses stats_field_name
- ludic.shooter: compare aim modes and fire patterns with AimMode.* and
  WeaponPattern.* instead of raw ints; STICK_RIGHT_X/Y
- ludic.npcai: DecisionMade / brain_set_state use AiState.*
- examples/games/menu.ludic uses Font.load / Ui.* with FONT_PATH and
  BACKDROP named; strings.ludic header says what it prints
- whole tree: `x = x + 1` → `x += 1` (single-term right-hand sides only),
  `0 - x` → `-x`, ASCII codes → char literals; every .ludic and every
  ```ludic fence reformatted with the fixed formatter (whitespace only)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-05 01:12:26 +03:00

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# world_bounds.ludic — the engine world-bounds system (#84): declare one Bounds
# config entity (rect + policy) and the engine keeps every moving Body inside the
# play area each frame — clamp / wrap / bounce / kill — instead of the game
# hand-clamping Position. Bounds/Body/Collider come from ludic.core. Driven by
# tick_fixed (Update integrates, LateUpdate applies the bounds).
#
# Deterministic; a full run prints: 184 -16 184 1 1
program WorldBounds {
import "ludic.core/components.ludic"
function tick_n(n: int) -> void { var i = 0; while i < n { tick_fixed(); i += 1 } }
function bi(b: bool) -> int { if b { return 1 }; return 0 }
function clear_all() -> void {
let pb = World.prop_id("Body")
var e = World.query_next(pb, 0)
while e >= 0 { despawn e; e = World.query_next(pb, 0) }
let pn = World.prop_id("Bounds")
var c = World.query_next(pn, 0)
while c >= 0 { despawn c; c = World.query_next(pn, 0) }
}
entry {
let PP = World.prop_id("Position")
let fx = World.field_id(PP, "x")
let PBody = World.prop_id("Body")
let f_vx = World.field_id(PBody, "vx")
# A. clamp (policy 0): a body running right is stopped at the right wall.
spawn B0 { Bounds { x: 0, y: 0, w: 200, h: 200, policy: 0 } }
spawn M0 { Position { x: 180, y: 50 }, Body { vx: fixed(10), policy: 1 }, Collider { w: 16, h: 16 } }
var a = World.query_next(PBody, 0)
tick_n(10)
print(World.get(a, PP, fx)) # 184 = 200 - 16 (box right edge at the wall)
clear_all()
# B. wrap (policy 1): past the right edge, it reappears on the left.
spawn B1 { Bounds { x: 0, y: 0, w: 200, h: 200, policy: 1 } }
spawn M1 { Position { x: 195, y: 50 }, Body { vx: fixed(10), policy: 1 }, Collider { w: 16, h: 16 } }
a = World.query_next(PBody, 0)
tick_n(1)
print(World.get(a, PP, fx)) # -16 = bx - w (wrapped to the far side)
clear_all()
# C. bounce (policy 2): clamp at the wall AND flip the velocity.
spawn B2 { Bounds { x: 0, y: 0, w: 200, h: 200, policy: 2 } }
spawn M2 { Position { x: 190, y: 50 }, Body { vx: fixed(10), policy: 1 }, Collider { w: 16, h: 16 } }
a = World.query_next(PBody, 0)
tick_n(1)
print(World.get(a, PP, fx)) # 184 (clamped at the wall)
print(bi(World.get(a, PBody, f_vx) < 0)) # 1 (vx flipped negative)
clear_all()
# D. kill (policy 3): a body fully outside is despawned.
spawn B3 { Bounds { x: 0, y: 0, w: 200, h: 200, policy: 3 } }
spawn M3 { Position { x: 300, y: 50 }, Body { vx: fixed(10), policy: 1 }, Collider { w: 16, h: 16 } }
tick_n(1)
var live = 0
var q = World.query_next(PBody, 0)
while q >= 0 { live += 1; q = World.query_next(PBody, q + 1) }
print(live) # 0 — the out-of-bounds body was killed
}
}