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>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-05 01:12:26 +03:00
parent e3e1bc7784
commit bf36bc8a8f
103 changed files with 1256 additions and 1252 deletions

View file

@ -19,8 +19,8 @@ program Hello {
# runs once per match, each property bound by name and self() giving that entity.
@Queries(these: [Pos, Vel])
handler Move phase FixedUpdate {
Pos.x = Pos.x + Vel.dx
Pos.y = Pos.y + Vel.dy
Pos.x += Vel.dx
Pos.y += Vel.dy
}
handler Report phase Update {

View file

@ -16,8 +16,8 @@ program WorldQuery {
var sum = 0
var e = world_query_next(H, 0)
while e >= 0 {
count = count + 1
sum = sum + world_get(e, H, hp)
count += 1
sum += world_get(e, H, hp)
e = world_query_next(H, e + 1)
}
print(count) # 2

View file

@ -19,10 +19,10 @@ program WorldScan {
var e = 0
while e < n {
if world_kind(e) == Um {
count = count + 1
sum = sum + world_get(e, H, hp)
count += 1
sum += world_get(e, H, hp)
}
e = e + 1
e += 1
}
print(count) # 2
print(sum) # 110