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

@ -4,6 +4,11 @@
# and activation. The game only loads a font, opens the UI, and reads clicks.
program Menu {
# the macOS system font: the toolchain targets macOS today, and the sample keeps
# the repo free of a bundled font
const FONT_PATH: string = "/System/Library/Fonts/Supplemental/Arial.ttf"
const BACKDROP: int = 0x0e0e16
var title_font: int = 0
ui MainMenu {
@ -19,22 +24,22 @@ program Menu {
}
handler Boot phase Start {
title_font = font_load("/System/Library/Fonts/Supplemental/Arial.ttf")
ui_build()
ui_open(UI_MainMenu)
title_font = Font.load(FONT_PATH)
Ui.build()
Ui.open(UI_MainMenu)
}
handler Nav phase Update {
ui_tick(Input.key())
if ui_clicked(UI_NewGame) { ui_set_text(UI_NewGame, "Starting...") }
if ui_clicked(UI_Continue) { ui_set_text(UI_Continue, "No save") }
if ui_clicked(UI_Options) { ui_set_text(UI_Options, "Soon (TM)") }
if ui_clicked(UI_Quit) { quit() }
Ui.tick(Input.key())
if Ui.clicked(UI_NewGame) { Ui.set_text(UI_NewGame, "Starting...") }
if Ui.clicked(UI_Continue) { Ui.set_text(UI_Continue, "No save") }
if Ui.clicked(UI_Options) { Ui.set_text(UI_Options, "Soon (TM)") }
if Ui.clicked(UI_Quit) { quit() }
}
handler Draw phase Render {
Screen.clear(0x0e0e16)
ui_render()
Screen.clear(BACKDROP)
Ui.render()
Screen.show()
}
}