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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@ -18,9 +18,9 @@ function ui_arrange(i: int, x: int, y: int) -> void {
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for c in 0 .. ui_n {
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if ui_parent[c] == i {
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if ui_visible[c] == 1 {
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if dir == 1 { total = total + ui_rh[c] } else { total = total + ui_rw[c] }
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ng = ng + 1
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grows = grows + ui_grow[c]
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if dir == 1 { total += ui_rh[c] } else { total += ui_rw[c] }
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ng += 1
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grows += ui_grow[c]
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}
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}
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}
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@ -156,7 +156,7 @@ function ui_focusables() -> int {
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if ui_visible[i] == 1 {
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if ui_under(i, ui_active) {
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ui_fl[n] = i
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n = n + 1
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n += 1
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}
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}
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}
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@ -169,12 +169,12 @@ function ui_focusables() -> int {
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event UiClicked { id: int = 0 }
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# Ui.close(): no menu is active (the same as opening root -1)
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function rt_ui_close() -> void { rt_ui_open(0 - 1) }
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function rt_ui_close() -> void { rt_ui_open(-1) }
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function rt_ui_open(root: int) -> void {
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ui_active = root
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let n = ui_focusables()
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ui_focus = 0 - 1
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ui_focus = -1
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if n > 0 { ui_focus = ui_fl[0] }
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}
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@ -184,10 +184,10 @@ function rt_ui_tick(k: int) -> void {
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ui_layout()
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let n = ui_focusables()
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if n == 0 {
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ui_focus = 0 - 1
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ui_focus = -1
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return
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}
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var cur = 0 - 1
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var cur = -1
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for i in 0 .. n {
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if ui_fl[i] == ui_focus { cur = i }
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}
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@ -195,18 +195,18 @@ function rt_ui_tick(k: int) -> void {
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cur = 0
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ui_focus = ui_fl[0]
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}
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if k == 119 { # 'w'
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if k == 'w' { # 'w'
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cur = (cur - 1 + n) % n
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ui_focus = ui_fl[cur]
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}
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if k == 115 { # 's'
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if k == 's' { # 's'
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cur = (cur + 1) % n
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ui_focus = ui_fl[cur]
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}
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var fire = 0
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if k == 32 { fire = 1 }
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if k == 10 { fire = 1 }
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if k == 13 { fire = 1 }
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if k == ' ' { fire = 1 }
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if k == '\n' { fire = 1 }
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if k == '\r' { fire = 1 }
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if fire == 1 { ui_fired[ui_focus] = 1; emit UiClicked(id: ui_focus) }
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}
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@ -233,7 +233,7 @@ function rt_ui_set_text(id: int, s: string) -> void {
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if i >= 95 { ch = 0 }
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if ch != 0 {
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ui_dyn[base + i] = ch
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i = i + 1
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i += 1
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ch = s[i]
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}
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}
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@ -248,27 +248,27 @@ function rt_ui_set_int(id: int, n: int) -> void {
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var at = 0
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var v = n
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if v < 0 {
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ui_dyn[base] = 45
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ui_dyn[base] = '-'
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at = 1
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v = 0 - v
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v = -v
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}
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if v == 0 {
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ui_dyn[base + at] = 48
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at = at + 1
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ui_dyn[base + at] = '0'
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at += 1
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} else {
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var digits = 0
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var t = v
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while t > 0 {
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digits = digits + 1
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t = t / 10
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digits += 1
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t /= 10
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}
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var p = digits
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while p > 0 {
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var div = 1
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for k in 1 .. p { div = div * 10 }
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for k in 1 .. p { div *= 10 }
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ui_dyn[base + at] = 48 + (v / div) % 10
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at = at + 1
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p = p - 1
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at += 1
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p -= 1
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}
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}
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ui_dyn[base + at] = 0
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