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