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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@ -60,7 +60,7 @@ function anim_clip(name: pointer, frames: int, fps: int, mode: int) -> void {
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anim_clip_frames[i] = frames; anim_clip_fps[i] = fps; anim_clip_mode[i] = mode
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return
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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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if anim_nclips >= ANIM_MAX_CLIPS { return } # silently ignore past capacity
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let s = anim_nclips
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@ -68,7 +68,7 @@ function anim_clip(name: pointer, frames: int, fps: int, mode: int) -> void {
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anim_clip_frames[s] = frames
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anim_clip_fps[s] = fps
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anim_clip_mode[s] = mode
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anim_nclips = anim_nclips + 1
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anim_nclips += 1
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}
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function anim_clip_find(name: pointer) -> int {
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@ -76,9 +76,9 @@ function anim_clip_find(name: pointer) -> int {
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var i = 0
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while i < anim_nclips {
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if anim_clip_names[i] == name { return i }
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i = i + 1
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i += 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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# ---- Anim.play / Anim.on_frame / Anim.fired (#48) --------------------------
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