docs(api): per-symbol pages, fuzzy search, deep token linking, hover cards
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Rebuild the API Reference around one page per symbol and richer, verified content.

Pages & navigation
- One HTML page per symbol (kw-*, type-*, phase-*, screen-*, fn-*, annot-*, op-*)
  instead of a single scrolling page; namespace overview pages (ns-screen …
  ns-color) and a searchable index (api.html) with client-side fuzzy search.
- Sticky-header scroll offset (scroll-margin) so a jumped-to entry/param/color is
  never hidden, plus a flash highlight on the scrolled-to target.

Deep linking in every snippet & example
- Namespace members split: `Screen`→namespace page, `fill_rectangle`→method page;
  `Color`→palette page, `Charcoal`→its swatch — separately.
- Named arguments (`width:`) link to that parameter's anchor on the method page.
- Hover any token for a summary card built from the real API data (symbols.json).

Content & coverage
- Full authoritative surface documented from the compiler: every keyword, type,
  the 6 phases (Start/Input/FixedUpdate/Update/LateUpdate/Render, each its own
  page), all 22 annotations, namespace methods with parameter docs, builtins,
  the world_* reflection ABI, networking, operators — 155 symbols.
- Longer, clearer explanations; "model"/"model instance" terminology, not "entity";
  descriptive identifiers in every example (Position{column,row}, Velocity{delta_x,
  delta_y}, Health{current,maximum}, Player/Enemy) — no Pos/Seg/x/dx.
- Accuracy fixes from compiler ground-truth: world_count() takes no arg,
  world_query_next(property, cursor) arg order, event fields bind by name; dropped
  `when` and `module` (not in the self-hosted parser).

Tooling
- inventory.json + check.py: coverage guard (every symbol has a page), duplicate-
  token guard, and broken-link guard — fail CI so docs can't drift.
- validate.py: compiles every ```ludic example against bin/ludicc (158 compile).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-08-29 17:53:22 +03:00
parent 25f987e30d
commit 3c7ec9b016
172 changed files with 5240 additions and 895 deletions

View file

@ -5,8 +5,22 @@ category: builtins
kind: builtin
tokens: quit
sig: quit()
tip: Stop the game loop after this frame.
tip: Stop the game loop cleanly after the current frame finishes.
order: 2
---
Stop the game loop after this frame.
Signals the runtime to stop the game loop after the current frame completes, ending the program in an orderly way. Because it lets the in-progress frame finish, any drawing you have already queued for this frame is still presented. Use it for a "quit to desktop" action, to end a headless test once its work is done, or to stop on a win/lose condition. For an immediate, mid-frame stop with a status code instead, use <code>exit</code>. It takes no arguments.
```ludic
program QuitOnKey {
handler ReadInput phase Input {
if Input.key() == 'q' { quit() }
}
handler DrawWorld phase Render {
Screen.clear(Color.MidnightBlue)
Screen.draw_text(x: 8, y: 8, text: "PRESS Q TO QUIT", color: Color.White, scale: 1)
Screen.show()
}
}
```