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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@ -18,9 +18,9 @@ program TiledP1 {
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var x = 0
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while x < 320 {
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h = h * 31 + rt_get_px(x, y)
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x = x + 4
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x += 4
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}
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y = y + 4
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y += 4
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}
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return h
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}
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@ -56,7 +56,7 @@ program TiledP1 {
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# --- flips draw with the correct orientation ---
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# find a horizontally-asymmetric tile so the mirror test is meaningful
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var chosen = 0 - 1
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var chosen = -1
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var t = 0
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while t < 132 {
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rt_clear(0)
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@ -67,12 +67,12 @@ program TiledP1 {
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var xx = 0
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while xx < 8 {
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if rt_get_px(xx, yy) != rt_get_px(15 - xx, yy) { asym = 1 }
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xx = xx + 1
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xx += 1
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}
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yy = yy + 1
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yy += 1
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}
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if asym == 1 and chosen < 0 { chosen = t }
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t = t + 1
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t += 1
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}
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if chosen >= 0 { print(12) }
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@ -88,9 +88,9 @@ program TiledP1 {
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while xx2 < 16 {
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if rt_get_px(xx2, yy2) != rt_get_px(31 - xx2, yy2) { mirror = 0 } # H-flip mirrors
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if rt_get_px(xx2, yy2) != rt_get_px(15 - xx2, yy2) { diff = 1 } # the tile isn't symmetric
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xx2 = xx2 + 1
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xx2 += 1
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}
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yy2 = yy2 + 1
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yy2 += 1
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}
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if mirror == 1 { print(13) }
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if diff == 1 { print(14) }
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