- 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>
84 lines
3.8 KiB
Text
84 lines
3.8 KiB
Text
# physics_tiles.ludic — the tile-grid broadphase of the #65 movement system:
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# `esys_move` resolves a Body against the Map.* tilemap (the platformer /
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# top-down world), configured by a single `Solids { tile, wall, oneway }` entity.
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# Reuses the same deterministic swept-AABB core as entity collision; verifies a
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# tile floor, a tile wall, and a one-way tile platform (land from above, rise
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# through from below).
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#
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# Deterministic, so a full run prints: 112 1 80 1 48 1 60
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program PhysicsTiles {
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property Position { x: int = 0, y: int = 0 }
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property Body {
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vx: fixed = 0.0, vy: fixed = 0.0,
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gravity: fixed = 0.0, max_fall: fixed = 0.0,
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rx: fixed = 0.0, ry: fixed = 0.0,
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policy: int = 0,
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on_ground: int = 0, hit_wall: int = 0, hit_ceiling: int = 0
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}
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property Collider { w: int = 0, h: int = 0, offx: int = 0, offy: int = 0, is_trigger: int = 0, one_way: int = 0, layer: int = 0, mask: int = 0 }
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property Solids { tile: int = 0, wall: int = 0, oneway: int = 0 }
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function clear_prop(name: pointer) -> void {
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let p = World.prop_id(name)
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if p < 0 { return }
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var e = World.query_next(p, 0)
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while e >= 0 { despawn e; e = World.query_next(p, 0) }
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}
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function clear() -> void { clear_prop("Body"); clear_prop("Collider") }
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entry {
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let pb = World.prop_id("Body")
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let pp = World.prop_id("Position")
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let f_x = World.field_id(pp, "x")
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let f_y = World.field_id(pp, "y")
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let f_vx = World.field_id(pb, "vx")
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let f_grd = World.field_id(pb, "on_ground")
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let f_hw = World.field_id(pb, "hit_wall")
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# 16px tiles; the map is now a loaded Tiled map (issue #69). Its `collision`
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# layer projects to the same byte tilemap: a non-zero GID becomes '#' (35,
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# solid), and a GID whose tile carries the bool `oneway` property becomes
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# '=' (61), a one-way platform — so esys_move sees the identical grid.
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# one-way platform, cols 10-12 (y 64); wall column, col 6, rows 5-7;
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# solid floor, row 8 (top edge y 128).
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Tiled.load("assets/tiled-fixtures/physics_map.tmx")
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spawn Config { Solids { tile: 16, wall: 35, oneway: 61 } }
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# ---- T1. fall and land on the tile floor -------------------------------
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clear()
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spawn Runner { Position { x: 32, y: 16 }, Body { gravity: fixed(1), max_fall: fixed(6) }, Collider { w: 16, h: 16 } }
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var a = World.query_next(pb, 0)
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var i = 0
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while i < 80 { tick_fixed(); i += 1 }
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print(World.get(a, pp, f_y)) # 112 — feet rest on the tile floor top (128)
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print(World.get(a, pb, f_grd)) # 1
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# ---- T2. run into a tile wall column -----------------------------------
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clear()
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spawn Runner { Position { x: 16, y: 112 }, Body { gravity: fixed(1), max_fall: fixed(6) }, Collider { w: 16, h: 16 } }
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a = World.query_next(pb, 0)
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i = 0
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while i < 60 { World.set(a, pb, f_vx, fixed(4)); tick_fixed(); i += 1 }
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print(World.get(a, pp, f_x)) # 80 — right edge stops at the wall column (96)
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print(World.get(a, pb, f_hw)) # 1
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# ---- T3a. land on a one-way tile platform from above -------------------
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clear()
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spawn Runner { Position { x: 176, y: 16 }, Body { gravity: fixed(1), max_fall: fixed(6) }, Collider { w: 16, h: 16 } }
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a = World.query_next(pb, 0)
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i = 0
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while i < 40 { tick_fixed(); i += 1 }
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print(World.get(a, pp, f_y)) # 48 — feet on the one-way top (64)
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print(World.get(a, pb, f_grd)) # 1
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# ---- T3b. rise straight up through the one-way tile --------------------
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clear()
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spawn Riser { Position { x: 176, y: 120 }, Body { vy: fixed(-4), policy: 1 }, Collider { w: 16, h: 16 } }
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a = World.query_next(pb, 0)
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i = 0
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while i < 15 { tick_fixed(); i += 1 }
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print(World.get(a, pp, f_y)) # 60 — passed through (120 - 4*15), above the platform
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quit()
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}
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}
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