- 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>
The three parsing primitives the TMX path needs that were not already in
the tree (zlib inflate + the JSON reader already shipped):
- Xml.* — a minimal, deterministic pure-Ludic XML reader for the
element/attribute/CDATA subset TMX/TSX/TX use, spliced on demand. Handles
nested elements, single/double-quoted attributes, text + <![CDATA[…]]>,
comments, the <?xml?> prolog and <!DOCTYPE>, the five predefined entities
and numeric character references.
- Base64.* — standard base64 (RFC 4648) decode + a matching pure-Ludic
encoder; the decoder ignores the whitespace Tiled wraps into <data>.
Splicing Base64.* also pulls in inflate.ludic so a plain tool can run the
full base64 -> zlib/gzip decode chain.
- z_gunzip — gzip framing (RFC 1952) over the existing DEFLATE inflater:
skip the 10-byte header + optional fields, inflate the body, ignore the
CRC32/ISIZE trailer.
Golden corpus vendored under assets/tiled-fixtures/ (mapeditor/tiled
examples, attributed, + hand-authored multi-encoding fixtures). New
example library/tiled_p0.ludic proves all three (21 assertions); docs
pages + inventory added so check-impl stays green.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>