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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@ -24,9 +24,9 @@ program GameplayFoundation {
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}
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var deaths: int = 0
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@On(Died) handler Tally { deaths = deaths + 1 }
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@On(Died) handler Tally { deaths += 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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@ -74,7 +74,7 @@ program GameplayFoundation {
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# finish it off with sub-100 hits so the veto never blocks the kill
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var guard = 0
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while (World.get(t, PS, fhp) > 0) and (guard < 100) { Combat.damage(t, a, 90); guard = guard + 1 }
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while (World.get(t, PS, fhp) > 0) and (guard < 100) { Combat.damage(t, a, 90); guard += 1 }
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print(deaths) # 1
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quit()
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