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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103 changed files with 1256 additions and 1252 deletions
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@ -45,12 +45,12 @@ program Grid {
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let dx = p[i].x - p[i - 1].x
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let dy = p[i].y - p[i - 1].y
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var ad = dx
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if ad < 0 { ad = 0 - ad }
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if ad < 0 { ad = -ad }
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var ay = dy
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if ay < 0 { ay = 0 - ay }
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if ay < 0 { ay = -ay }
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if ad + ay != 1 { ok = false }
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if Grid.blocked(p[i].x, p[i].y, '#') { ok = false }
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i = i + 1
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i += 1
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}
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if ok { print(9) }
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@ -58,7 +58,7 @@ program Grid {
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if len(Grid.a_star(1, 1, 3, 2, '#')) == 0 { print(10) } # (3,2) is a wall
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if Grid.blocked(3, 2, '#') { print(11) }
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if not Grid.blocked(1, 1, '#') { print(12) }
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if Grid.blocked(0 - 1, 0, '#') { print(13) } # out of bounds
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if Grid.blocked(-1, 0, '#') { print(13) } # out of bounds
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}
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handler Run phase Update { quit() }
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