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

@ -32,11 +32,11 @@ function reflect_serialize(e: int) -> Val {
var node = value_int(raw)
if world_field_type(p, f) == "fixed" { node = value_fixed(raw) }
value_put(comp, fname, node)
f = f + 1
f += 1
}
value_put(obj, world_prop_name(p), comp)
}
p = p + 1
p += 1
}
return obj
}
@ -49,7 +49,7 @@ function reflect_apply(e: int, v: Val) -> int {
var i = 0
while i < value_count(v) {
let pname = value_key_at(v, i)
if pname[0] != 64 { # skip reserved "@…" keys
if pname[0] != '@' { # skip reserved "@…" keys
let p = world_prop_id(pname)
if p >= 0 and world_has(e, p) != 0 {
let comp = value_at(v, i)
@ -59,13 +59,13 @@ function reflect_apply(e: int, v: Val) -> int {
let f = world_field_id(p, fname)
if f >= 0 {
world_set(e, p, f, value_as_int(value_at(comp, j)))
set = set + 1
set += 1
}
j = j + 1
j += 1
}
}
}
i = i + 1
i += 1
}
return set
}