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

@ -1,24 +1,27 @@
# the smallest program that exercises the whole ECS pipeline
program Hello {
property Pos { x: int = 0, y: int = 0 }
property Vel { dx: int = 0, dy: int = 0 }
property Position { column: int = 0, row: int = 0 }
property Velocity { delta_x: int = 0, delta_y: int = 0 }
handler Boot phase Start {
spawn Mob { Pos { x: 3, y: 4 } Vel { dx: 1, dy: 0 } }
spawn Mob { Pos { x: 10, y: 2 } Vel { dx: 0, dy: 1 } }
handler SpawnEnemies phase Start {
spawn Enemy { Position { column: 3, row: 4 }, Velocity { delta_x: 1, delta_y: 0 } }
spawn Enemy { Position { column: 10, row: 2 }, Velocity { delta_x: 0, delta_y: 1 } }
}
# a handler declares the entities it touches; the body
# a handler declares the models it touches; the body
# runs once per match, each property bound by name.
@Queries(these: [Pos, Vel])
handler Move phase FixedUpdate {
Pos.x = Pos.x + Vel.dx
Pos.y = Pos.y + Vel.dy
@Queries(these: [Position, Velocity])
handler AdvancePositions phase FixedUpdate {
Position.column = Position.column + Velocity.delta_x
Position.row = Position.row + Velocity.delta_y
}
handler Report phase Update {
for (p) in query [Pos] { print(p.x) print(p.y) }
handler ReportPositions phase Update {
for (moving) in query [Position] {
print(moving.column)
print(moving.row)
}
quit()
}
}

View file

@ -1,20 +1,20 @@
program Toggles {
property Health { hp: int = 0, max: int = 100 }
property Health { current: int = 0, maximum: int = 100 }
property Shield { amount: int = 0 }
model Player { Health, Shield }
# hooks fire at the toggle point, data bound by name
@OnDisable(Shield) handler Down { print(Shield.amount + 1) }
@OnEnable(Shield) handler Up { print(Shield.amount + 2) }
@OnDisable(Shield) handler ShieldDown { print(Shield.amount + 1) }
@OnEnable(Shield) handler ShieldUp { print(Shield.amount + 2) }
handler Seed phase Start {
spawn Player { Health { max: 50 }, Shield { amount: 5 } }
handler SpawnPlayer phase Start {
spawn Player { Health { maximum: 50 }, Shield { amount: 5 } }
}
handler Run phase Render {
for (e) in query [Player] { disable Shield on self() } # @OnDisable
for (e) in query [Player] { enable Shield on self() } # @OnEnable, data intact
disable Player # whole model off
handler ToggleShield phase Render {
for (player) in query [Player] { disable Shield on self() } # @OnDisable
for (player) in query [Player] { enable Shield on self() } # @OnEnable, data intact
disable Player # whole model off
quit()
}
}

View file

@ -1,7 +1,10 @@
program SceneDemo {
var counter: int = 0
handler Boot phase Start { counter = 0 print(1000) }
handler Boot phase Start {
counter = 0
print(1000)
}
scene Title start {
on enter { print(1) }
@ -16,8 +19,11 @@ program SceneDemo {
}
scene Play {
on enter { print(3) counter = 0 }
on exit { print(4) }
on enter {
print(3)
counter = 0
}
on exit { print(4) }
layer World {
handler Step phase Update {
counter = counter + 1
@ -25,6 +31,8 @@ program SceneDemo {
if counter >= 2 { quit() }
}
}
layer Hud { handler Draw phase Render { print(900) } }
layer Hud {
handler DrawHud phase Render { print(900) }
}
}
}

View file

@ -1,27 +1,27 @@
program Snake {
property Pos { x: int = 0, y: int = 0 }
property Seg { order: int = 0 }
property Position { column: int = 0, row: int = 0 }
property Segment { index: int = 0 }
const GRID_W: int = 20 const GRID_H: int = 15 const TILE: int = 16
const GRID_WIDTH: int = 20 const GRID_HEIGHT: int = 15 const TILE_SIZE: int = 16
var food_x: int = 14 var food_y: int = 7 var score: int = 0
var food_column: int = 14 var food_row: int = 7 var score: int = 0
handler Draw phase Render {
handler DrawWorld phase Render {
Screen.clear(Color.MidnightBlue)
# checkerboard field — a fresh, immutable gx/gy each pass
for gy in 0 .. GRID_H {
for gx in 0 .. GRID_W {
# checkerboard field — a fresh, immutable column/row each pass
for row in 0 .. GRID_HEIGHT {
for column in 0 .. GRID_WIDTH {
var tile_color = Color.Charcoal
if (gx + gy) % 2 == 0 { tile_color = Color.Gunmetal }
Screen.fill_rectangle(x: gx * TILE, y: gy * TILE, width: TILE, height: TILE, color: tile_color)
if (column + row) % 2 == 0 { tile_color = Color.Gunmetal }
Screen.fill_rectangle(x: column * TILE_SIZE, y: row * TILE_SIZE, width: TILE_SIZE, height: TILE_SIZE, color: tile_color)
}
}
# the food, then every snake segment straight from the ECS
Screen.fill_rectangle(x: food_x * TILE + 3, y: food_y * TILE + 3, width: TILE - 6, height: TILE - 6, color: Color.Crimson)
for (p, s) in query [Pos, Seg] {
var seg_color = Color.LimeGreen
if s.order == 0 { seg_color = Color.MintGreen } # brighter head
Screen.fill_rectangle(x: p.x * TILE + 1, y: p.y * TILE + 1, width: TILE - 2, height: TILE - 2, color: seg_color)
Screen.fill_rectangle(x: food_column * TILE_SIZE + 3, y: food_row * TILE_SIZE + 3, width: TILE_SIZE - 6, height: TILE_SIZE - 6, color: Color.Crimson)
for (position, segment) in query [Position, Segment] {
var segment_color = Color.LimeGreen
if segment.index == 0 { segment_color = Color.MintGreen } # brighter head
Screen.fill_rectangle(x: position.column * TILE_SIZE + 1, y: position.row * TILE_SIZE + 1, width: TILE_SIZE - 2, height: TILE_SIZE - 2, color: segment_color)
}
Screen.draw_text(x: 6, y: 4, text: "SCORE", color: Color.White, scale: 1)
Screen.draw_number(x: 52, y: 4, value: score, color: Color.Gold, scale: 1)