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

@ -8,7 +8,7 @@
program WorldBounds {
import "ludic.core/components.ludic"
function tick_n(n: int) -> void { var i = 0; while i < n { tick_fixed(); i = i + 1 } }
function tick_n(n: int) -> void { var i = 0; while i < n { tick_fixed(); i += 1 } }
function bi(b: bool) -> int { if b { return 1 }; return 0 }
function clear_all() -> void {
@ -57,7 +57,7 @@ program WorldBounds {
tick_n(1)
var live = 0
var q = World.query_next(PBody, 0)
while q >= 0 { live = live + 1; q = World.query_next(PBody, q + 1) }
while q >= 0 { live += 1; q = World.query_next(PBody, q + 1) }
print(live) # 0 — the out-of-bounds body was killed
}
}