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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@ -16,7 +16,7 @@ function tiled_apply_field(e: int, fname: pointer, v: int) -> void {
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let fid = world_field_id(pi, fname)
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if fid >= 0 { world_set(e, pi, fid, v) }
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}
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pi = pi + 1
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pi += 1
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}
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}
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@ -26,7 +26,7 @@ function tiled_apply_field(e: int, fname: pointer, v: int) -> void {
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# unknown. Opt-in — the core load never calls this.
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function tiled_spawn_object(m: Tmap, obj: Val, model_name: pointer) -> int {
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let mid = world_model_id(model_name)
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if mid < 0 { return 0 - 1 }
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if mid < 0 { return -1 }
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let e = world_spawn(mid)
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let pp = world_prop_id("Position")
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if pp >= 0 and world_has(e, pp) == 1 {
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@ -40,7 +40,7 @@ function tiled_spawn_object(m: Tmap, obj: Val, model_name: pointer) -> int {
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while i < value_count(props) {
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let p = value_at(props, i)
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tiled_apply_field(e, value_as_str(value_get(p, "name")), tiled_prop_int(obj, value_as_str(value_get(p, "name"))))
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i = i + 1
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i += 1
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}
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return e
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}
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@ -50,6 +50,6 @@ function tiled_spawn_layer(m: Tmap, layer: int, model_name: pointer) -> int {
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var n = 0
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let c = tmap_object_count(m, layer)
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var i = 0
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while i < c { if tiled_spawn_object(m, tmap_object(m, layer, i), model_name) >= 0 { n = n + 1 }; i = i + 1 }
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while i < c { if tiled_spawn_object(m, tmap_object(m, layer, i), model_name) >= 0 { n += 1 }; i += 1 }
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return n
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}
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