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>
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@ -34,13 +34,13 @@ program PlatformerScaffolding {
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@OnSpawn(Spike) handler SI { }
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var picked: int = 0
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@On(ItemPickedUp) handler OnPick { picked = picked + 1 }
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@On(ItemPickedUp) handler OnPick { picked += 1 }
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var sprang: int = 0
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@On(Sprang) handler OnSpring { sprang = sprang + 1 }
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@On(Sprang) handler OnSpring { sprang += 1 }
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var hurt: int = 0
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@On(Hurt) handler OnHurt { hurt = hurt + 1 }
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@On(Hurt) handler OnHurt { hurt += 1 }
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function tick_n(n: int) -> void { var i = 0; while i < n { tick_fixed(); i = i + 1 } }
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function tick_n(n: int) -> void { var i = 0; while i < n { tick_fixed(); i += 1 } }
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function bi(b: bool) -> int { if b { return 1 }; return 0 }
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entry {
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