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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@ -51,11 +51,11 @@ program TiledP4 {
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# --- the design's named fixture: orthogonal-outside.tmx object shapes ---
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let og = Tiled.load("assets/tiled-fixtures/orthogonal-outside.tmx")
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var olayer = 0 - 1
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var olayer = -1
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var oli = 0
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while oli < Tiled.layer_count(og) {
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if Tiled.object_count(og, oli) > 0 { olayer = oli }
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oli = oli + 1
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oli += 1
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}
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var nell = 0
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var npt = 0
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@ -64,11 +64,11 @@ program TiledP4 {
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var oi = 0
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while oi < Tiled.object_count(og, olayer) {
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let sh = Tiled.object_shape(Tiled.object(og, olayer, oi))
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if sh == "ellipse" { nell = nell + 1 }
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if sh == "point" { npt = npt + 1 }
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if sh == "polygon" { npg = npg + 1 }
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if sh == "polyline" { npl = npl + 1 }
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oi = oi + 1
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if sh == "ellipse" { nell += 1 }
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if sh == "point" { npt += 1 }
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if sh == "polygon" { npg += 1 }
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if sh == "polyline" { npl += 1 }
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oi += 1
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}
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if nell == 1 and npt == 1 and npg == 1 { print(17) }
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if npl == 2 { print(18) }
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