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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@ -58,7 +58,7 @@ event PlatformCrumbled { e: int = 0 }
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# platform's top edge within the horizontal span.
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function plat_rider_on(p: int) -> int {
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let PB = World.prop_id("Body")
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if PB < 0 { return 0 - 1 }
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if PB < 0 { return -1 }
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let px = sc_pos(p, "x") + sc_col(p, "offx")
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let py = sc_pos(p, "y") + sc_col(p, "offy")
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let pw = sc_col(p, "w")
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@ -79,7 +79,7 @@ function plat_rider_on(p: int) -> int {
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}
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b = World.query_next(PB, b + 1)
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}
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return 0 - 1
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return -1
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}
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@EngineSystem(Platform, FixedUpdate) function esys_platform() -> void {
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@ -103,8 +103,8 @@ function plat_rider_on(p: int) -> int {
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var tx = bx; var ty = by
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if dir < 0 { tx = ax; ty = ay }
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var dx = 0; var dy = 0
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if ox < tx { dx = speed } else { if ox > tx { dx = 0 - speed } }
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if oy < ty { dy = speed } else { if oy > ty { dy = 0 - speed } }
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if ox < tx { dx = speed } else { if ox > tx { dx = -speed } }
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if oy < ty { dy = speed } else { if oy > ty { dy = -speed } }
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# clamp the step so we do not overshoot the endpoint
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if dx > 0 { if ox + dx > tx { dx = tx - ox } }
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if dx < 0 { if ox + dx < tx { dx = tx - ox } }
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@ -120,7 +120,7 @@ function plat_rider_on(p: int) -> int {
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}
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# flip direction at an endpoint
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if (sc_pos(e, "x") == tx) and (sc_pos(e, "y") == ty) {
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World.set(e, P, World.field_id(P, "dir"), 0 - dir)
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World.set(e, P, World.field_id(P, "dir"), -dir)
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}
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}
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if kind == 3 { # crumble
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@ -222,7 +222,7 @@ event Sprang { body: int = 0, spring: int = 0, power: int = 0 }
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let body = World.get(e, PC, fhit)
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if body >= 0 {
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let power = World.get(e, P, fpow)
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sc_body_set(body, "vy", 0 - power * SCAF_Q)
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sc_body_set(body, "vy", -power * SCAF_Q)
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sc_body_set(body, "ry", 0)
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emit Sprang(body: body, spring: e, power: power)
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}
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@ -269,7 +269,7 @@ property Hazard { dmg: int = 1, knockback: int = 6 }
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let dmg = World.get(e, P, fdmg)
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if life_hurt(body, e, dmg) > 0 {
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let kb = World.get(e, P, fkb)
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sc_body_set(body, "vy", 0 - kb * SCAF_Q) # pop up on hit
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sc_body_set(body, "vy", -kb * SCAF_Q) # pop up on hit
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}
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}
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e = World.query_next(P, e + 1)
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