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