- 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>
#79 — Input.axis_i(neg,pos) -> int returns a -1/0/1 movement intent from the
multi-key device set, so WASD-to-movement needs no bool->int glue and feeds an
int mover directly (dx = Input.axis_i('a','d')).
#84 — a Bounds config entity (rect + policy, from ludic.core) drives the
engine-owned world-bounds system (LateUpdate): clamp / wrap / bounce (clamp +
flip Body velocity) / kill (despawn a body fully outside). Reads the Collider
size so the box stays inside; off by default, spliced only when Bounds is
declared (byte-identical otherwise). Adds World.despawn(e) — the by-id
reflective despawn (runs @OnDespawn + frees) via a new world_despawn intrinsic
whose @fn_world_despawn helper is emitted in emit_program's tail once a use is
seen (the g_uses_* prelude pattern), used by the kill policy and callable from
any system.
Examples input_movement + world_bounds. Full suite 112/0, goldens
byte-identical, fixpoint holds.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>