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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@ -49,7 +49,7 @@ program PhysicsTiles {
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spawn Runner { Position { x: 32, y: 16 }, Body { gravity: fixed(1), max_fall: fixed(6) }, Collider { w: 16, h: 16 } }
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var a = World.query_next(pb, 0)
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var i = 0
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while i < 80 { tick_fixed(); i = i + 1 }
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while i < 80 { tick_fixed(); i += 1 }
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print(World.get(a, pp, f_y)) # 112 — feet rest on the tile floor top (128)
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print(World.get(a, pb, f_grd)) # 1
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@ -58,7 +58,7 @@ program PhysicsTiles {
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spawn Runner { Position { x: 16, y: 112 }, Body { gravity: fixed(1), max_fall: fixed(6) }, Collider { w: 16, h: 16 } }
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a = World.query_next(pb, 0)
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i = 0
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while i < 60 { World.set(a, pb, f_vx, fixed(4)); tick_fixed(); i = i + 1 }
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while i < 60 { World.set(a, pb, f_vx, fixed(4)); tick_fixed(); i += 1 }
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print(World.get(a, pp, f_x)) # 80 — right edge stops at the wall column (96)
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print(World.get(a, pb, f_hw)) # 1
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@ -67,16 +67,16 @@ program PhysicsTiles {
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spawn Runner { Position { x: 176, y: 16 }, Body { gravity: fixed(1), max_fall: fixed(6) }, Collider { w: 16, h: 16 } }
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a = World.query_next(pb, 0)
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i = 0
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while i < 40 { tick_fixed(); i = i + 1 }
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while i < 40 { tick_fixed(); i += 1 }
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print(World.get(a, pp, f_y)) # 48 — feet on the one-way top (64)
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print(World.get(a, pb, f_grd)) # 1
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# ---- T3b. rise straight up through the one-way tile --------------------
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clear()
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spawn Riser { Position { x: 176, y: 120 }, Body { vy: fixed(0 - 4), policy: 1 }, Collider { w: 16, h: 16 } }
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spawn Riser { Position { x: 176, y: 120 }, Body { vy: fixed(-4), policy: 1 }, Collider { w: 16, h: 16 } }
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a = World.query_next(pb, 0)
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i = 0
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while i < 15 { tick_fixed(); i = i + 1 }
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while i < 15 { tick_fixed(); i += 1 }
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print(World.get(a, pp, f_y)) # 60 — passed through (120 - 4*15), above the platform
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quit()
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