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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@ -30,7 +30,7 @@ program ComponentAccess {
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Hero.of(player).iframes -= 5
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print(Hero.of(player).iframes) # 15
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let hero = Hero.of(player)
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hero.roll_frames = hero.roll_frames + 1
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hero.roll_frames += 1
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print(Hero.of(player).roll_frames) # 10
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print(Position.of(player).x + Position.of(1).x) # 33
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print(Hero.has(player)) # 1
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