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:
parent
e3e1bc7784
commit
bf36bc8a8f
103 changed files with 1256 additions and 1252 deletions
|
|
@ -93,8 +93,8 @@ function esys_bounds() -> void {
|
|||
if y < by { y = by; hity = 1 }
|
||||
if y + h > y1 { y = y1 - h; hity = 1 }
|
||||
if pol == BND_BOUNCE {
|
||||
if (hitx == 1) and (f_vx >= 0) { World.set(e, PBody, f_vx, 0 - World.get(e, PBody, f_vx)) }
|
||||
if (hity == 1) and (f_vy >= 0) { World.set(e, PBody, f_vy, 0 - World.get(e, PBody, f_vy)) }
|
||||
if (hitx == 1) and (f_vx >= 0) { World.set(e, PBody, f_vx, -World.get(e, PBody, f_vx)) }
|
||||
if (hity == 1) and (f_vy >= 0) { World.set(e, PBody, f_vy, -World.get(e, PBody, f_vy)) }
|
||||
}
|
||||
}
|
||||
World.set(e, PP, fx, x)
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue