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

@ -57,17 +57,17 @@ function esys_sprite() -> void {
let f_atlas = World.field_id(P, "atlas")
let SA = World.prop_id("SpriteAnim")
var f_frame = 0 - 1
var f_frame = -1
if SA >= 0 { f_frame = World.field_id(SA, "frame") }
let f_move = World.field_id(P, "move_id")
let f_face = World.field_id(P, "face")
let f_flash = World.field_id(P, "flash")
let f_blink = World.field_id(P, "blink")
let TD = World.prop_id("TopDown")
var f_wx = 0 - 1; var f_wy = 0 - 1
var f_wx = -1; var f_wy = -1
if TD >= 0 { f_wx = World.field_id(TD, "want_x"); f_wy = World.field_id(TD, "want_y") }
let PB = World.prop_id("Body")
var f_vx = 0 - 1; var f_vy = 0 - 1
var f_vx = -1; var f_vy = -1
if PB >= 0 { f_vx = World.field_id(PB, "vx"); f_vy = World.field_id(PB, "vy") }
var e = World.query_next(P, 0)
@ -94,12 +94,12 @@ function esys_sprite() -> void {
}
# add the current animation frame when the entity also carries SpriteAnim.
if (SA >= 0) and (f_frame >= 0) {
if World.has(e, SA) != 0 { id = id + World.get(e, SA, f_frame) }
if World.has(e, SA) != 0 { id += World.get(e, SA, f_frame) }
}
var x = spr_pos(e, 0)
var y = spr_pos(e, 1)
if f_offx >= 0 { x = x + World.get(e, P, f_offx) }
if f_offy >= 0 { y = y + World.get(e, P, f_offy) }
if f_offx >= 0 { x += World.get(e, P, f_offx) }
if f_offy >= 0 { y += World.get(e, P, f_offy) }
var sc = 1
if f_scale >= 0 { let sv = World.get(e, P, f_scale); if sv > 1 { sc = sv } }
var flip = 0