ludic/docs/language/collision/collision-rect_circle.md
Orkuncakilkaya 2f19c8d8e2 refactor(stdlib): de-abbreviate namespaces (Mem/Sys/Net/Collide)
Expand the abbreviated public namespaces to full words, part of the
language-wide de-abbreviation pass:
  Mem -> Memory, Sys -> System, Net -> Network, Collide -> Collision

Math stays (universally accepted, like int/bool). Renames the dispatch
strings, LSP signatures, docs (dirs, files, frontmatter), and the
inventory manifest; behavior is byte-identical (the bare rt_ targets are
unchanged). Reseeded; C-free bootstrap fixpoint holds; all suites green.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-30 01:30:47 +03:00

744 B

id name category kind tokens sig tip order ns member
collision-rect_circle Collision.rect_circle collision namespace-method Collision.rect_circle Collision.rect_circle(rx, ry, rw, rh, cx, cy, cr) -> bool Does a rectangle overlap a circle? 3 Collision rect_circle

Returns true when the rectangle (rx, ry, rw, rh) overlaps the circle centred at (cx, cy) with radius cr. It finds the point on the rectangle nearest the circle's centre and checks whether it falls within the radius — the correct test for a round actor against a blocky tile.

program Demo {
  handler Step phase Update {
    if Collision.rect_circle(tx, ty, 16, 16, bx, by, 6) { block() }
  }
}