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:
Orkun ÇAKILKAYA 2026-09-05 01:12:26 +03:00
parent e3e1bc7784
commit bf36bc8a8f
103 changed files with 1256 additions and 1252 deletions

View file

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