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
|
|
@ -12,7 +12,7 @@ program Containers {
|
|||
if Dict.get(bank, "gold") == 150 { print(1) }
|
||||
if Dict.get(bank, "wood") == 50 { print(2) }
|
||||
if Dict.get(bank, "stone") == 0 { print(3) } # absent -> 0
|
||||
if Dict.get_or(bank, "stone", 0 - 1) == 0 - 1 { print(4) }
|
||||
if Dict.get_or(bank, "stone", -1) == -1 { print(4) }
|
||||
if Dict.has(bank, "wood") { print(5) }
|
||||
if Dict.size(bank) == 2 { print(6) }
|
||||
Dict.remove(bank, "wood")
|
||||
|
|
@ -21,7 +21,7 @@ program Containers {
|
|||
|
||||
# grow past the initial capacity, then read back
|
||||
var i = 0
|
||||
while i < 100 { Dict.set(bank, "k" + string(i), i * 2); i = i + 1 }
|
||||
while i < 100 { Dict.set(bank, "k" + string(i), i * 2); i += 1 }
|
||||
if Dict.get(bank, "k42") == 84 { print(9) }
|
||||
if Dict.size(bank) == 101 { print(10) } # gold + k0..k99
|
||||
if len(Dict.keys(bank)) == 101 { print(11) }
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue