ludic/changes/input-axis-i.md
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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

533 B

bump: minor type: feat Directional int input (#79) — Input.axis_i(neg, pos) -> int returns a -1/0/1 movement intent (+1 positive key held, -1 negative, 0 neither or both) read from the multi-key device set, so turning WASD into movement no longer needs the ki(key_down('d')) - ki(key_down('a')) bool-to-int glue and feeds an int mover directly: dx = Input.axis_i('a', 'd'), dy = Input.axis_i('w', 's'). Complements Input.axis (fixed) / Input.vector (normalized). Example: examples/library/input_movement.ludic.