feat(render): #86 @ClearColor — Render phase auto-clears + auto-presents
@ClearColor(0xRRGGBB) declares the framebuffer clear colour, so the engine owns the per-frame clear and flip: the Render phase clears to the colour at the top and presents after the handlers run. Games drop the repeated Screen.clear(color)/Screen.show() boilerplate, and the colour is configured declaratively (an annotation) rather than in the handler body. Opt-in and backward-compatible: a program with no @ClearColor is byte-for-byte identical (it clears/presents itself, or the light system owns the present). Parser reads @ClearColor(int) into g_clear_color/g_has_clear_color; emit_game_main emits rt_clear before and rt_present after the Render phase, gated on the flag. Example clear_color (pixel-readback verified — an undrawn pixel holds the clear colour, proving the engine cleared), docs page + inventory entry. Full suite 108/0, goldens byte-identical, fixpoint holds. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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Declarative Render clear + present (#86) — `@ClearColor(0xRRGGBB)` makes the engine own the per-frame clear and flip: at the top of the Render phase it clears the framebuffer to the declared colour, and after the Render handlers run it presents the frame, so a game's Render handler no longer repeats `Screen.clear(color)` / `Screen.show()` and the clear colour is configured *declaratively* rather than in the handler body. Opt-in and backward-compatible: a program with no `@ClearColor` is byte-for-byte identical (it clears/presents itself, or the light system owns the present). Example: `examples/library/clear_color.ludic`.
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