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

@ -46,7 +46,7 @@ function audio_define(name: pointer, path: pointer) -> int {
if snd_bank_n < AUDIO_CAP {
snd_bank_name[snd_bank_n] = name
snd_bank_id[snd_bank_n] = id
snd_bank_n = snd_bank_n + 1
snd_bank_n += 1
}
return id
}
@ -56,7 +56,7 @@ function audio_named(name: pointer) -> int {
var i = 0
while i < snd_bank_n {
if snd_bank_name[i] == name { return snd_bank_id[i] }
i = i + 1
i += 1
}
return 0
}
@ -82,7 +82,7 @@ function audio_load(path: pointer) -> int {
snd_tab[i] = p
return i + 1
}
i = i + 1
i += 1
}
return 0
}
@ -132,7 +132,7 @@ function audio_stop_all() -> void {
var i = 0
while i < AUDIO_CAP {
if snd_tab[i] != null { snd_stop(snd_tab[i]) }
i = i + 1
i += 1
}
snd_music = 0
}
@ -146,7 +146,7 @@ function audio_volume(v: fixed) -> void {
var i = 0
while i < AUDIO_CAP {
if snd_tab[i] != null { snd_set_volume(snd_tab[i], v) }
i = i + 1
i += 1
}
}
@ -158,7 +158,7 @@ function audio_pitch(v: fixed) -> void {
var i = 0
while i < AUDIO_CAP {
if snd_tab[i] != null { snd_set_rate(snd_tab[i], v) }
i = i + 1
i += 1
}
}