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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@ -23,16 +23,16 @@ program TiledP2 {
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var n = 0
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var y = 0
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while y < 10 { var x = 0
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while x < 16 { if rt_tile(x, y) == 35 { n = n + 1 }; x = x + 1 }
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y = y + 1 }
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while x < 16 { if rt_tile(x, y) == 35 { n += 1 }; x += 1 }
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y += 1 }
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return n
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}
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function grid_hash() -> int {
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var h = 0
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var y = 0
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while y < 10 { var x = 0
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while x < 16 { h = h * 31 + rt_tile(x, y); x = x + 1 }
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y = y + 1 }
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while x < 16 { h = h * 31 + rt_tile(x, y); x += 1 }
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y += 1 }
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return h
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}
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@ -75,7 +75,7 @@ program TiledP2 {
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let f_grd = World.field_id(pb, "on_ground")
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let 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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if World.get(a, pp, f_y) == 112 { print(13) } # feet rest on the tile floor top (128)
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if World.get(a, pb, f_grd) == 1 { print(14) }
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}
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