ludic/packages/ludic.platformer/scaffolding.ludic
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feat(controllers): #58 platformer — ludic.platformer package (base + extensible)
The reference six-lever controller: Platformer component (jump feel as data),
decomposed input/move/gravity/jump/anim engine sub-systems (each disable-able),
JumpRequested/Landed/StateChanged events, gravity policy enum, and the opt-in
scaffolding (moving/crumble platforms w/ rider carry, pickups+score, springs,
hazards+Life, checkpoints/goal). Reuses the shared esys_move collision.

Also fixes a latent SSA-name collision in ludic_sweep_entity that triggered
once a program declared >=11 events. Reseeded; C-free fixpoint holds.
3 new regression cases (100 passed, 0 failed).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-09-01 16:41:34 +03:00

327 lines
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# scaffolding.ludic — the composable game-loop pieces a platformer usually wants
# (#58 layers 4-5), each opt-in: moving / crumbling platform blocks with rider
# carry, collectibles + score, springs, hazards + a simple life/lives model, and
# checkpoint / goal triggers. Every piece is a POD component + one engine system +
# events, so a game adopts only what it needs and extends each via the same six
# levers. Deterministic integer maths throughout.
#
# Depends only on the engine Body/Collider (esys_move) and this package's own
# helpers; not on ludic.gameplay, so a pure platformer stays self-contained.
const SCAF_Q: int = 65536
# reflected Body/Position/Collider helpers (scaffolding reads several)
function sc_body(e: int, name: pointer) -> int {
let P = World.prop_id("Body"); if P < 0 { return 0 }
let f = World.field_id(P, name); if f < 0 { return 0 }
return World.get(e, P, f)
}
function sc_body_set(e: int, name: pointer, v: int) -> void {
let P = World.prop_id("Body"); if P < 0 { return }
let f = World.field_id(P, name); if f >= 0 { World.set(e, P, f, v) }
}
function sc_pos(e: int, name: pointer) -> int {
let P = World.prop_id("Position"); if P < 0 { return 0 }
let f = World.field_id(P, name); if f < 0 { return 0 }
return World.get(e, P, f)
}
function sc_pos_set(e: int, name: pointer, v: int) -> void {
let P = World.prop_id("Position"); if P < 0 { return }
let f = World.field_id(P, name); if f >= 0 { World.set(e, P, f, v) }
}
function sc_col(e: int, name: pointer) -> int {
let P = World.prop_id("Collider"); if P < 0 { return 0 }
let f = World.field_id(P, name); if f < 0 { return 0 }
return World.get(e, P, f)
}
# ===========================================================================
# Moving / crumbling platform blocks. A Platform is a solid (or one-way) Collider
# entity the engine already collides against; this system adds motion and crumble.
# kind: 0 solid, 1 one_way, 2 moving, 3 crumble
# Moving platforms shuttle between (ax,ay) and (bx,by) at `speed` px/frame and
# carry a body resting on top (standard parent-velocity transport). Crumble blocks
# start a countdown the first time a body stands on them, then despawn.
# ===========================================================================
property Platform {
kind: int = 0,
ax: int = 0, ay: int = 0, bx: int = 0, by: int = 0, # moving: endpoints
speed: int = 1,
dir: int = 1, # +1 toward B, -1 toward A
delay: int = 30, # crumble: frames after first contact
t: int = 0, # crumble: countdown (0 = untriggered)
triggered: int = 0
}
event PlatformCrumbled { e: int = 0 }
# a body is riding platform `p` if it is grounded and its feet sit on the
# platform's top edge within the horizontal span.
function plat_rider_on(p: int) -> int {
let PB = World.prop_id("Body")
if PB < 0 { return 0 - 1 }
let px = sc_pos(p, "x") + sc_col(p, "offx")
let py = sc_pos(p, "y") + sc_col(p, "offy")
let pw = sc_col(p, "w")
var b = World.query_next(PB, 0)
while b >= 0 {
if b != p {
let PC = World.prop_id("Collider")
if (PC >= 0) and (World.has(b, PC) != 0) {
let bx = sc_pos(b, "x") + sc_col(b, "offx")
let by = sc_pos(b, "y") + sc_col(b, "offy")
let bw = sc_col(b, "w")
let bh = sc_col(b, "h")
if (bx < px + pw) and (px < bx + bw) {
let feet = by + bh
if (feet >= py - 2) and (feet <= py + 2) { return b }
}
}
}
b = World.query_next(PB, b + 1)
}
return 0 - 1
}
@EngineSystem(Platform, FixedUpdate) function esys_platform() -> void {
let P = World.prop_id("Platform")
if P < 0 { return }
let fk = World.field_id(P, "kind")
var e = World.query_next(P, 0)
while e >= 0 {
var nxt = World.query_next(P, e + 1)
let kind = World.get(e, P, fk)
if kind == 2 { # moving
let ax = World.get(e, P, World.field_id(P, "ax"))
let ay = World.get(e, P, World.field_id(P, "ay"))
let bx = World.get(e, P, World.field_id(P, "bx"))
let by = World.get(e, P, World.field_id(P, "by"))
let speed = World.get(e, P, World.field_id(P, "speed"))
var dir = World.get(e, P, World.field_id(P, "dir"))
let ox = sc_pos(e, "x")
let oy = sc_pos(e, "y")
# target endpoint by direction
var tx = bx; var ty = by
if dir < 0 { tx = ax; ty = ay }
var dx = 0; var dy = 0
if ox < tx { dx = speed } else { if ox > tx { dx = 0 - speed } }
if oy < ty { dy = speed } else { if oy > ty { dy = 0 - speed } }
# clamp the step so we do not overshoot the endpoint
if dx > 0 { if ox + dx > tx { dx = tx - ox } }
if dx < 0 { if ox + dx < tx { dx = tx - ox } }
if dy > 0 { if oy + dy > ty { dy = ty - oy } }
if dy < 0 { if oy + dy < ty { dy = ty - oy } }
# carry a rider first (before moving the platform out from under it)
let rider = plat_rider_on(e)
sc_pos_set(e, "x", ox + dx)
sc_pos_set(e, "y", oy + dy)
if rider >= 0 {
sc_pos_set(rider, "x", sc_pos(rider, "x") + dx)
sc_pos_set(rider, "y", sc_pos(rider, "y") + dy)
}
# flip direction at an endpoint
if (sc_pos(e, "x") == tx) and (sc_pos(e, "y") == ty) {
World.set(e, P, World.field_id(P, "dir"), 0 - dir)
}
}
if kind == 3 { # crumble
let ftrig = World.field_id(P, "triggered")
let ft = World.field_id(P, "t")
if World.get(e, P, ftrig) == 0 {
if plat_rider_on(e) >= 0 {
World.set(e, P, ftrig, 1)
World.set(e, P, ft, World.get(e, P, World.field_id(P, "delay")))
}
} else {
let t = World.get(e, P, ft) - 1
if t <= 0 { emit PlatformCrumbled(e: e); despawn e } else { World.set(e, P, ft, t) }
}
}
e = nxt
}
}
# ===========================================================================
# Score + combo. Score.add(e, n) adds n * mult (mult >= 1) and emits ScoreChanged.
# ===========================================================================
property Score { value: int = 0, combo: int = 0, mult: int = 1 }
event ScoreChanged { e: int = 0, value: int = 0, delta: int = 0 }
@Namespace(Score) function score_add(e: int, n: int) -> void {
let P = World.prop_id("Score")
if P < 0 { return }
if World.has(e, P) == 0 { return }
let fv = World.field_id(P, "value")
let fm = World.field_id(P, "mult")
var mult = 1; if fm >= 0 { mult = World.get(e, P, fm) }
if mult < 1 { mult = 1 }
let delta = n * mult
let v = World.get(e, P, fv) + delta
World.set(e, P, fv, v)
emit ScoreChanged(e: e, value: v, delta: delta)
}
@Namespace(Score) function score_get(e: int) -> int {
let P = World.prop_id("Score")
if P < 0 { return 0 }
let fv = World.field_id(P, "value")
if fv < 0 { return 0 }
return World.get(e, P, fv)
}
# ===========================================================================
# Collectibles. A Pickup carries a trigger Collider; when a body overlaps it, the
# system emits ItemPickedUp (cancellable — a game may veto, e.g. inventory full)
# and, by default, adds `value` to the picker's Score if it has one.
# ===========================================================================
property Pickup { kind: int = 0, value: int = 1, taken: int = 0 }
event cancellable ItemPickedUp { picker: int = 0, pickup: int = 0, kind: int = 0, value: int = 0 }
@EngineSystem(Pickup, LateUpdate) function esys_pickup() -> void {
let P = World.prop_id("Pickup")
if P < 0 { return }
let PC = World.prop_id("Collider")
if PC < 0 { return }
let fhit = World.field_id(PC, "hit")
if fhit < 0 { return }
let ftaken = World.field_id(P, "taken")
let fkind = World.field_id(P, "kind")
let fval = World.field_id(P, "value")
var e = World.query_next(P, 0)
while e >= 0 {
var nxt = World.query_next(P, e + 1)
if World.get(e, P, ftaken) == 0 {
let picker = World.get(e, PC, fhit)
if picker >= 0 {
let kind = World.get(e, P, fkind)
let val = World.get(e, P, fval)
if emit ItemPickedUp(picker: picker, pickup: e, kind: kind, value: val) == 0 {
Score.add(picker, val) # default policy: value -> score
World.set(e, P, ftaken, 1)
despawn e
}
}
}
e = nxt
}
}
# ===========================================================================
# Springs / bounce pads: a trigger that launches an overlapping body upward.
# ===========================================================================
property Spring { power: int = 10 }
event Sprang { body: int = 0, spring: int = 0, power: int = 0 }
@EngineSystem(Spring, LateUpdate) function esys_spring() -> void {
let P = World.prop_id("Spring")
if P < 0 { return }
let PC = World.prop_id("Collider")
if PC < 0 { return }
let fhit = World.field_id(PC, "hit")
let fpow = World.field_id(P, "power")
var e = World.query_next(P, 0)
while e >= 0 {
let body = World.get(e, PC, fhit)
if body >= 0 {
let power = World.get(e, P, fpow)
sc_body_set(body, "vy", 0 - power * SCAF_Q)
sc_body_set(body, "ry", 0)
emit Sprang(body: body, spring: e, power: power)
}
e = World.query_next(P, e + 1)
}
}
# ===========================================================================
# A simple life / lives model + hazards. (A full RPG uses ludic.gameplay Stats;
# platformers usually want this lighter hp/lives/i-frames version.)
# ===========================================================================
property Life { hp: int = 3, max: int = 3, lives: int = 3, iframes: int = 0 }
event cancellable Hurt { e: int = 0, src: int = 0, dmg: int = 0 }
event Death { e: int = 0 }
@Namespace(Life) function life_hurt(e: int, src: int, dmg: int) -> int {
let P = World.prop_id("Life")
if P < 0 { return 0 }
if World.has(e, P) == 0 { return 0 }
let fhp = World.field_id(P, "hp")
let fif = World.field_id(P, "iframes")
if World.get(e, P, fif) > 0 { return 0 } # invulnerable
if emit Hurt(e: e, src: src, dmg: dmg) != 0 { return 0 }
var hp = World.get(e, P, fhp) - dmg
if hp < 0 { hp = 0 }
World.set(e, P, fhp, hp)
if hp <= 0 { emit Death(e: e) }
return dmg
}
property Hazard { dmg: int = 1, knockback: int = 6 }
@EngineSystem(Hazard, LateUpdate) function esys_hazard() -> void {
let P = World.prop_id("Hazard")
if P < 0 { return }
let PC = World.prop_id("Collider")
if PC < 0 { return }
let fhit = World.field_id(PC, "hit")
let fdmg = World.field_id(P, "dmg")
let fkb = World.field_id(P, "knockback")
var e = World.query_next(P, 0)
while e >= 0 {
let body = World.get(e, PC, fhit)
if body >= 0 {
let dmg = World.get(e, P, fdmg)
if life_hurt(body, e, dmg) > 0 {
let kb = World.get(e, P, fkb)
sc_body_set(body, "vy", 0 - kb * SCAF_Q) # pop up on hit
}
}
e = World.query_next(P, e + 1)
}
}
# i-frames tick down for any Life carrier (small engine system, own component).
@EngineSystem(Life, Update) function esys_life() -> void {
let P = World.prop_id("Life")
if P < 0 { return }
let fif = World.field_id(P, "iframes")
if fif < 0 { return }
var e = World.query_next(P, 0)
while e >= 0 {
let f = World.get(e, P, fif)
if f > 0 { World.set(e, P, fif, f - 1) }
e = World.query_next(P, e + 1)
}
}
# ===========================================================================
# Checkpoint / goal triggers (level flow).
# ===========================================================================
property Checkpoint { id: int = 0 }
property Goal { }
event CheckpointReached { body: int = 0, id: int = 0 }
event LevelComplete { body: int = 0 }
@EngineSystem(Checkpoint, LateUpdate) function esys_checkpoint() -> void {
let P = World.prop_id("Checkpoint")
if P < 0 { return }
let PC = World.prop_id("Collider")
if PC < 0 { return }
let fhit = World.field_id(PC, "hit")
let fid = World.field_id(P, "id")
var e = World.query_next(P, 0)
while e >= 0 {
let body = World.get(e, PC, fhit)
if body >= 0 { emit CheckpointReached(body: body, id: World.get(e, P, fid)) }
e = World.query_next(P, e + 1)
}
}
@EngineSystem(Goal, LateUpdate) function esys_goal() -> void {
let P = World.prop_id("Goal")
if P < 0 { return }
let PC = World.prop_id("Collider")
if PC < 0 { return }
let fhit = World.field_id(PC, "hit")
var e = World.query_next(P, 0)
while e >= 0 {
let body = World.get(e, PC, fhit)
if body >= 0 { emit LevelComplete(body: body) }
e = World.query_next(P, e + 1)
}
}