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
|
|
@ -27,13 +27,13 @@ handler Battle phase Update {
|
|||
match menu_cursor {
|
||||
KnightAct.Attack => {
|
||||
let d = max(1, st.atk - e.def + Random.range(0, 4))
|
||||
e.hp = e.hp - d
|
||||
e.hp -= d
|
||||
player_hit = d
|
||||
}
|
||||
KnightAct.Guard => { st.guard = 1; player_hit = 0 }
|
||||
KnightAct.Item => {
|
||||
if potions > 0 {
|
||||
potions = potions - 1
|
||||
potions -= 1
|
||||
st.hp = min(st.maxhp, st.hp + 24)
|
||||
player_hit = 24
|
||||
} else { player_hit = 0 }
|
||||
|
|
@ -55,7 +55,7 @@ handler Battle phase Update {
|
|||
if k != 0 {
|
||||
if e.hp <= 0 {
|
||||
grant_xp(e.xp)
|
||||
gold = gold + e.xp
|
||||
gold += e.xp
|
||||
if enemy_type == 2 { boss_down = 1; game_mode = 3; ack = 0 }
|
||||
else { game_mode = 0 }
|
||||
become KnightMenu
|
||||
|
|
@ -78,12 +78,12 @@ handler Battle phase Update {
|
|||
match menu_cursor {
|
||||
MageAct.Attack => {
|
||||
let d = max(1, st.atk + 5 - e.def + Random.range(0, 5))
|
||||
e.hp = e.hp - d
|
||||
e.hp -= d
|
||||
player_hit = d
|
||||
}
|
||||
MageAct.Heal => {
|
||||
if st.mp >= 4 {
|
||||
st.mp = st.mp - 4
|
||||
st.mp -= 4
|
||||
for (t2, p2) in query [Stats, Party] {
|
||||
if p2.slot == 0 { t2.hp = min(t2.maxhp, t2.hp + 16) }
|
||||
}
|
||||
|
|
@ -104,7 +104,7 @@ handler Battle phase Update {
|
|||
if k != 0 {
|
||||
if e.hp <= 0 {
|
||||
grant_xp(e.xp)
|
||||
gold = gold + e.xp
|
||||
gold += e.xp
|
||||
if enemy_type == 2 { boss_down = 1; game_mode = 3; ack = 0 }
|
||||
else { game_mode = 0 }
|
||||
become KnightMenu
|
||||
|
|
@ -121,8 +121,8 @@ handler Battle phase Update {
|
|||
if done == 0 {
|
||||
if t3.hp > 0 {
|
||||
var ed = max(1, e.atk - t3.def + Random.range(0, 4))
|
||||
if t3.guard == 1 { ed = ed / 2; t3.guard = 0 }
|
||||
t3.hp = t3.hp - ed
|
||||
if t3.guard == 1 { ed /= 2; t3.guard = 0 }
|
||||
t3.hp -= ed
|
||||
enemy_hit = ed
|
||||
done = 1
|
||||
}
|
||||
|
|
@ -130,7 +130,7 @@ handler Battle phase Update {
|
|||
}
|
||||
var alive = 0
|
||||
for (t4) in query [Stats, {Party}] {
|
||||
if t4.hp > 0 { alive = alive + 1 }
|
||||
if t4.hp > 0 { alive += 1 }
|
||||
}
|
||||
if alive == 0 { game_mode = 2; ack = 0 }
|
||||
else {
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue