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

@ -23,7 +23,7 @@ function query_count(prop: int) -> int {
var n = 0
var e = world_query_next(prop, 0)
while e >= 0 {
n = n + 1
n += 1
e = world_query_next(prop, e + 1)
}
return n
@ -40,7 +40,7 @@ function query_first(prop: int) -> int {
# y_field); pass the same id for `prop` and `pos` to query by the position
# component itself, or a separate tag for `prop` (e.g. "nearest Enemy").
function query_nearest(prop: int, pos: int, x_field: int, y_field: int, px: int, py: int) -> int {
var best = 0 - 1
var best = -1
var bestd = 0
var e = world_query_next(prop, 0)
while e >= 0 {