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 +5,42 @@ category: screen
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kind: namespace-method
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tokens: Screen.put_pixel
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sig: Screen.put_pixel(x, y, color)
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tip: Set a single pixel.
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tip: Set a single pixel at a pixel coordinate to one color.
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order: 3
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ns: Screen
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member: put_pixel
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---
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Set a single pixel.
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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.
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Parameters:
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- `x` — the pixel column, in pixels from the left of the screen
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- `y` — the pixel row, in pixels from the top of the screen
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- `color` — the pixel color, e.g. a `Color.*` name or a `0xRRGGBB` literal
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```ludic
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program Starfield {
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property Position { column: int = 0, row: int = 0 }
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model Star { Position }
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handler SeedStars phase Start {
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Random.seed(value: 1)
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for spawn_index in 0 .. 40 {
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spawn Star {
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Position {
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column: Random.range(low: 0, high: 255),
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row: Random.range(low: 0, high: 223)
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}
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}
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}
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}
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handler DrawWorld phase Render {
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Screen.clear(Color.MidnightBlue)
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for (Position) in query [Position, {Star}] {
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Screen.put_pixel(x: Position.column, y: Position.row, color: Color.White)
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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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