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>
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103 changed files with 1256 additions and 1252 deletions
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@ -19,8 +19,8 @@ program Hello {
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# runs once per match, each property bound by name and self() giving that entity.
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@Queries(these: [Pos, Vel])
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handler Move phase FixedUpdate {
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Pos.x = Pos.x + Vel.dx
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Pos.y = Pos.y + Vel.dy
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Pos.x += Vel.dx
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Pos.y += Vel.dy
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}
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handler Report phase Update {
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@ -16,8 +16,8 @@ program WorldQuery {
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var sum = 0
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var e = world_query_next(H, 0)
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while e >= 0 {
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count = count + 1
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sum = sum + world_get(e, H, hp)
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count += 1
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sum += world_get(e, H, hp)
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e = world_query_next(H, e + 1)
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}
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print(count) # 2
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@ -19,10 +19,10 @@ program WorldScan {
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var e = 0
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while e < n {
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if world_kind(e) == Um {
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count = count + 1
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sum = sum + world_get(e, H, hp)
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count += 1
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sum += world_get(e, H, hp)
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}
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e = e + 1
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e += 1
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}
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print(count) # 2
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print(sum) # 110
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