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

@ -7,10 +7,46 @@ tokens: Map.row
sig: Map.row(y, cells)
tip: Fill one row of the tilemap from a string of tile characters.
order: 1
ns: Map
member: row
---
Fill one row of the tilemap from a string of tile characters.
Fills a single map row from a string, one character per cell — an easy, readable way to author a level directly in source. Character <code>y</code> selects the row (from the top, starting at <code>0</code>), and each character of <code>cells</code> becomes the tile at that column. Call <code>Map.size</code> first, then one <code>Map.row</code> per row; the string length should match the map width. By convention <code>'#'</code> is a wall and <code>'.'</code> is open floor, but you may use any characters as your own tile codes and interpret them however you like with <code>Map.tile</code>.
Parameters:
- `y` — the row index to fill, from the top (`0`-based)
- `cells` — a string of tile characters, one per column
```ludic
Map.row(y: 0, cells: "####......####")
program HandDrawnLevel {
const GRID_WIDTH: int = 10
const GRID_HEIGHT: int = 5
const TILE_SIZE: int = 16
handler BuildLevel phase Start {
Map.size(width: GRID_WIDTH, height: GRID_HEIGHT)
Map.row(y: 0, cells: "##########")
Map.row(y: 1, cells: "#........#")
Map.row(y: 2, cells: "#..####..#")
Map.row(y: 3, cells: "#........#")
Map.row(y: 4, cells: "##########")
}
handler DrawWorld phase Render {
Screen.clear(Color.MidnightBlue)
for row in 0 .. GRID_HEIGHT {
for column in 0 .. GRID_WIDTH {
if Map.tile(x: column, y: row) == '#' {
Screen.fill_rectangle(
x: column * TILE_SIZE,
y: row * TILE_SIZE,
width: TILE_SIZE,
height: TILE_SIZE,
color: Color.White)
}
}
}
Screen.show()
}
}
```

View file

@ -5,8 +5,47 @@ category: map
kind: namespace-method
tokens: Map.size
sig: Map.size(width, height)
tip: Set the tilemap dimensions in cells.
tip: Set the tilemap dimensions in cells before filling rows.
order: 0
ns: Map
member: size
---
Set the tilemap dimensions in cells.
Declares the dimensions of the built-in tilemap, in cells (not pixels). Call it once during a <code>Start</code>-phase handler before you fill the map with <code>Map.row</code>, so the runtime knows how many columns and rows to allocate. The tilemap is a lightweight, character-based grid the whole program can read with <code>Map.tile</code>, which is handy for static level geometry such as walls and floors. Reads outside these bounds are treated as a wall character, so the edge of the world is solid for free.
Parameters:
- `width` — the map width in cells (columns)
- `height` — the map height in cells (rows)
```ludic
program LevelBounds {
const GRID_WIDTH: int = 12
const GRID_HEIGHT: int = 4
const TILE_SIZE: int = 16
handler BuildLevel phase Start {
Map.size(width: GRID_WIDTH, height: GRID_HEIGHT)
Map.row(y: 0, cells: "############")
Map.row(y: 1, cells: "#..........#")
Map.row(y: 2, cells: "#..........#")
Map.row(y: 3, cells: "############")
}
handler DrawWorld phase Render {
Screen.clear(Color.MidnightBlue)
for row in 0 .. GRID_HEIGHT {
for column in 0 .. GRID_WIDTH {
if Map.tile(x: column, y: row) == '#' {
Screen.fill_rectangle(
x: column * TILE_SIZE,
y: row * TILE_SIZE,
width: TILE_SIZE,
height: TILE_SIZE,
color: Color.White)
}
}
}
Screen.show()
}
}
```

View file

@ -5,8 +5,54 @@ category: map
kind: namespace-method
tokens: Map.tile
sig: Map.tile(x, y) -> int
tip: Read the tile character at a cell.
tip: Read the tile character at a cell (out-of-bounds reads answer '#').
order: 2
ns: Map
member: tile
---
Read the tile character at a cell. Out-of-bounds reads answer '#', so the edge of the world is a wall for free.
Reads the tile character at cell <code>(x, y)</code> and returns it as a character code, so you can compare it against literals like <code>'#'</code> or <code>'.'</code>. Use it for collision checks (is the cell ahead a wall?), rendering the map, or querying your own custom tile codes. Cells outside the map you set with <code>Map.size</code> answer <code>'#'</code>, so the border of the world acts as a wall automatically and you never need special edge-of-map handling. Coordinates are cell indices, not pixels.
Parameters:
- `x` — the cell column to read (`0`-based)
- `y` — the cell row to read (`0`-based)
```ludic
program WallCollision {
property Position { column: int = 0, row: int = 0 }
model Player { Position }
const TILE_SIZE: int = 16
handler BuildLevel phase Start {
Map.size(width: 8, height: 4)
Map.row(y: 0, cells: "########")
Map.row(y: 1, cells: "#..##..#")
Map.row(y: 2, cells: "#......#")
Map.row(y: 3, cells: "########")
spawn Player { Position { column: 1, row: 2 } }
}
handler MovePlayer phase Update {
for (Position) in query [Position, {Player}] {
let next_column = Position.column + 1
if Map.tile(x: next_column, y: Position.row) != '#' {
Position.column = next_column
}
}
}
handler DrawWorld phase Render {
Screen.clear(Color.MidnightBlue)
for (Position) in query [Position, {Player}] {
Screen.fill_rectangle(
x: Position.column * TILE_SIZE,
y: Position.row * TILE_SIZE,
width: TILE_SIZE,
height: TILE_SIZE,
color: Color.LimeGreen)
}
Screen.show()
}
}
```