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:
parent
e3e1bc7784
commit
bf36bc8a8f
103 changed files with 1256 additions and 1252 deletions
|
|
@ -8,7 +8,7 @@ program Scoped {
|
|||
model Unit { Health }
|
||||
var fires: int = 0
|
||||
event Tick { }
|
||||
@On(Tick) handler OnTick { for (Health) in query [Health, {Unit}] { fires = fires + 1 } }
|
||||
@On(Tick) handler OnTick { for (Health) in query [Health, {Unit}] { fires += 1 } }
|
||||
|
||||
entry {
|
||||
spawn Unit { Health { hp: 1 } }
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue