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

@ -34,9 +34,9 @@ program NpcAiDemo {
@OnSpawn(Dummy) handler DInit { }
var spotted: int = 0
@On(TargetSpotted) handler OnSpot { spotted = spotted + 1 }
@On(TargetSpotted) handler OnSpot { spotted += 1 }
function tick_n(n: int) -> void { var i = 0; while i < n { tick_fixed(); i = i + 1 } }
function tick_n(n: int) -> void { var i = 0; while i < n { tick_fixed(); i += 1 } }
function bi(b: bool) -> int { if b { return 1 }; return 0 }
function gx(e: int) -> int { let P = World.prop_id("Position"); return World.get(e, P, World.field_id(P, "x")) }
function gy(e: int) -> int { let P = World.prop_id("Position"); return World.get(e, P, World.field_id(P, "y")) }
@ -52,7 +52,7 @@ program NpcAiDemo {
let PBr = World.prop_id("Brain")
var e = World.query_next(PS, 0)
while e >= 0 { if World.has(e, PBr) == 0 { return e }; e = World.query_next(PS, e + 1) }
return 0 - 1
return -1
}
entry {
@ -102,7 +102,7 @@ program NpcAiDemo {
# ---- E. companion follower advances toward its leader ------------------
spawn Ally { Position { x: 40, y: 40 }, Collider { w: 12, h: 12 },
TopDown { move_speed: 3 }, Faction { id: 2 }, Stats { hp: 30, max_hp: 30 },
Brain { model: 0 }, Follower { leader: 0 - 1, distance: 24 } }
Brain { model: 0 }, Follower { leader: -1, distance: 24 } }
# the ally is the Brain+Follower entity that isn't the enemy
var ally = World.query_next(PBr, 0)
while (ally >= 0) and (World.has(ally, World.prop_id("Follower")) == 0) { ally = World.query_next(PBr, ally + 1) }