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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@ -69,7 +69,7 @@ program LightTiers {
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dark()
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Light.clear_normals()
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Light.normal(18, 30, 8, 8, 0.7, 0.0) # this patch faces right (toward the light)
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Light.normal(46, 30, 8, 8, 0.0 - 0.7, 0.0) # this patch faces left (away)
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Light.normal(46, 30, 8, 8, 0.0 - 0.7, 0.0) # this patch faces left (away)
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Light.point(32, 34, 44, 16777215, 1.0) # a light centred between the patches
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let toward = lum(22, 34) # patch facing the light
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let away = lum(48, 34) # patch facing away
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