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>
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@ -5,12 +5,28 @@ category: control
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kind: keyword
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tokens: for
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sig: for name in a .. b { … }
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tip: Range loop.
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tip: Range loop — iterate the half-open range from a up to but not including b.
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order: 2
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---
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Range loop. <b>Each pass binds a fresh, immutable <code>name</code></b> — it is not a variable you reuse or reassign; the range <code>a .. b</code> runs from <code>a</code> up to but not including <code>b</code>.
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The numeric <code>for … in</code> loop walks the half-open range `a .. b`, running the body for each value from `a` up to <b>but not including</b> `b`. <b>Each pass binds a fresh, immutable <code>name</code></b> — it is not a reusable variable and cannot be reassigned inside the body — which makes the loop easy to reason about. Both bounds are ordinary expressions, so ranges built from constants like `0 .. GRID_WIDTH` read cleanly. The same `for … in` keyword also drives ECS query loops (`for (…) in query […]`); this page is the numeric range form. Use `break` and `continue` to exit early or skip to the next value.
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```ludic
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for gy in 0 .. GRID_H { … }
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program Grid {
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const GRID_WIDTH: int = 20
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const GRID_HEIGHT: int = 15
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const TILE_SIZE: int = 16
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handler DrawWorld phase Render {
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Screen.clear(Color.MidnightBlue)
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for row in 0 .. GRID_HEIGHT {
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for column in 0 .. GRID_WIDTH {
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var tile_color = Color.MidnightBlue
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if (column + row) % 2 == 0 { tile_color = Color.White }
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Screen.fill_rectangle(x: column * TILE_SIZE, y: row * TILE_SIZE, width: TILE_SIZE, height: TILE_SIZE, color: tile_color)
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}
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}
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Screen.show()
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}
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}
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```
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