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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@ -5,8 +5,26 @@ category: ecs
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kind: keyword
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tokens: despawn
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sig: despawn entity
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tip: Remove an entity.
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tip: Remove a model instance from the world, firing any @OnDespawn hooks.
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order: 1
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---
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Remove an entity. Inside a query, <code>despawn self()</code> removes the current match.
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A <code>despawn</code> removes a model instance from the world, freeing its slot and firing any `@OnDespawn` lifecycle hooks for its kind. The most common form is `despawn self()` inside a query loop, which removes the instance currently being visited. Because queries iterate lazily by ascending id rather than from a frozen snapshot, despawning the current instance — or one already visited — is safe and will not disturb the walk. Despawning is how the moving parts of a game leave: an enemy that reached zero health, a projectile that flew off screen, or every instance of a kind during a reset.
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```ludic
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program Cleanup {
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property Position { column: int = 0, row: int = 0 }
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property Health { current: int = 100, maximum: int = 100 }
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model Enemy { Position, Health }
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handler Boot phase Start {
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spawn Grunt { Position { column: 3, row: 3 }; Health { current: 0 } }
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}
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handler RemoveDefeated phase LateUpdate {
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for (health) in query [Health, {Enemy}] {
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if health.current <= 0 { despawn self() }
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}
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}
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}
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```
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