docs(api): per-symbol pages, fuzzy search, deep token linking, hover cards
All checks were successful
docs / build-and-deploy (push) Successful in 2s
All checks were successful
docs / build-and-deploy (push) Successful in 2s
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:
parent
25f987e30d
commit
3c7ec9b016
172 changed files with 5240 additions and 895 deletions
|
|
@ -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()
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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()
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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) }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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)
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue