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 +5,42 @@ category: screen
kind: namespace-method
tokens: Screen.put_pixel
sig: Screen.put_pixel(x, y, color)
tip: Set a single pixel.
tip: Set a single pixel at a pixel coordinate to one color.
order: 3
ns: Screen
member: put_pixel
---
Set a single pixel.
Sets exactly one pixel at <code>(x, y)</code> to the given color — the finest-grained drawing operation Ludic offers. Reach for it when you are plotting individual points such as stars, particles, a scatter of sparks, or hand-drawn curves where a full rectangle would be too coarse. For anything larger than a point prefer <code>Screen.fill_rectangle</code>, since one call per pixel is far more expensive than one call per block. Coordinates are pixels from the top-left of the screen, and out-of-range coordinates are ignored.
Parameters:
- `x` — the pixel column, in pixels from the left of the screen
- `y` — the pixel row, in pixels from the top of the screen
- `color` — the pixel color, e.g. a `Color.*` name or a `0xRRGGBB` literal
```ludic
program Starfield {
property Position { column: int = 0, row: int = 0 }
model Star { Position }
handler SeedStars phase Start {
Random.seed(value: 1)
for spawn_index in 0 .. 40 {
spawn Star {
Position {
column: Random.range(low: 0, high: 255),
row: Random.range(low: 0, high: 223)
}
}
}
}
handler DrawWorld phase Render {
Screen.clear(Color.MidnightBlue)
for (Position) in query [Position, {Star}] {
Screen.put_pixel(x: Position.column, y: Position.row, color: Color.White)
}
Screen.show()
}
}
```