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
|
|
@ -19,9 +19,9 @@ program InputEdge {
|
|||
|
||||
handler In phase Update {
|
||||
var v = 0
|
||||
if Input.key_down('k') { v = v + 1 } # held
|
||||
if Input.key_pressed('k') { v = v + 10 } # went down this frame
|
||||
if Input.key_released('k') { v = v + 100 } # went up this frame
|
||||
if Input.key_down('k') { v += 1 } # held
|
||||
if Input.key_pressed('k') { v += 10 } # went down this frame
|
||||
if Input.key_released('k') { v += 100 } # went up this frame
|
||||
print(v)
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue