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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@ -13,8 +13,8 @@ program TiledP3 {
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var h = 0
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var y = 0
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while y < 64 { var x = 0
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while x < 64 { h = h * 31 + rt_get_px(x, y); x = x + 2 }
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y = y + 2 }
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while x < 64 { h = h * 31 + rt_get_px(x, y); x += 2 }
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y += 2 }
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return h
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}
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@ -38,13 +38,13 @@ program TiledP3 {
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# --- tile object parsed from the object layer ---
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let tree = Tiled.tree(m)
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var oglayer = Value.null()
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var oglayer = Value.null ()
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let layers = Value.get(tree, "layers")
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var li = 0
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while li < Value.count(layers) {
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let L = Value.at(layers, li)
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if Value.as_str(Value.get(L, "type")) == "objectgroup" { oglayer = L }
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li = li + 1
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li += 1
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}
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let objs = Value.get(oglayer, "objects")
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if Value.count(objs) == 1 { print(8) }
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@ -62,7 +62,7 @@ program TiledP3 {
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# --- tile objects draw with correct GID flips (mirror test) ---
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# find an asymmetric tile, draw it normal vs H-flipped as a tile object
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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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@ -70,10 +70,10 @@ program TiledP3 {
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var asym = 0
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var yy = 0
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while yy < 16 { var xx = 0
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while xx < 8 { if rt_get_px(xx, yy) != rt_get_px(15 - xx, yy) { asym = 1 }; xx = xx + 1 }
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yy = yy + 1 }
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while xx < 8 { if rt_get_px(xx, yy) != rt_get_px(15 - xx, yy) { asym = 1 }; xx += 1 }
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yy += 1 }
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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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rt_clear(0)
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tmap_draw_gid(m, 1 + chosen, 0, 0)
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@ -81,8 +81,8 @@ program TiledP3 {
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var mirror = 1
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var yy2 = 0
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while yy2 < 16 { var xx2 = 0
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while xx2 < 16 { if rt_get_px(xx2, yy2) != rt_get_px(31 - xx2, yy2) { mirror = 0 }; xx2 = xx2 + 1 }
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yy2 = yy2 + 1 }
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while xx2 < 16 { if rt_get_px(xx2, yy2) != rt_get_px(31 - xx2, yy2) { mirror = 0 }; xx2 += 1 }
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yy2 += 1 }
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if mirror == 1 and chosen >= 0 { print(12) }
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# --- the design's named fixture: rpg/beach_tileset.tsx (33 animations) ---
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@ -94,8 +94,8 @@ program TiledP3 {
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while ti < Value.count(tiles) {
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let tt = Value.at(tiles, ti)
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let an = Value.get(tt, "animation")
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if Value.count(an) > 0 { nanim = nanim + 1; nframes = nframes + Value.count(an) }
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ti = ti + 1
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if Value.count(an) > 0 { nanim += 1; nframes += Value.count(an) }
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ti += 1
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}
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if nanim == 33 { print(13) }
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if nframes == 131 { print(14) }
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