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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@ -7,10 +7,32 @@ tokens: Screen.draw_text
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sig: Screen.draw_text(x, y, text, color, scale)
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tip: Draw a string with the built-in font at an integer scale.
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order: 4
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ns: Screen
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member: draw_text
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---
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Draw a string with the built-in font at an integer scale.
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Draws a string using Ludic's built-in bitmap font, starting at the top-left pixel <code>(x, y)</code>. The <code>scale</code> is an integer multiplier: <code>1</code> is the native font size, <code>2</code> is double-height and double-width, and so on — there are no fractional sizes. Use it for labels, menus, and messages such as titles or "GAME OVER"; for numbers that change every frame prefer <code>Screen.draw_number</code>, which needs no string conversion. The text is drawn in the given color over whatever is already on screen.
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Parameters:
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- `x` — the left edge of the first character, in pixels
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- `y` — the top edge of the text, in pixels
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- `text` — the string to draw
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- `color` — the text color, e.g. a `Color.*` name or a `0xRRGGBB` literal
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- `scale` — integer size multiplier (`1` = native size)
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```ludic
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Screen.draw_text(x: 6, y: 4, text: "SCORE", color: Color.White, scale: 1)
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program TitleScreen {
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var elapsed_frames: int = 0
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handler CountFrames phase Update {
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elapsed_frames = elapsed_frames + 1
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}
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handler DrawWorld phase Render {
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Screen.clear(Color.MidnightBlue)
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Screen.draw_text(x: 40, y: 60, text: "CHRONORIFT", color: Color.Gold, scale: 3)
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Screen.draw_text(x: 64, y: 120, text: "PRESS ANY KEY", color: Color.White, scale: 1)
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Screen.show()
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}
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}
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```
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