docs: automated documentation pipeline (per-symbol source → pages)
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Replace the hardcoded landing page and minimal reference with a generated
documentation site driven by a single source of truth.

- docs/language/**: one file per symbol (93 keywords/types/builtins/namespace
  methods/operators/annotations), each with front-matter (id, kind, tokens,
  sig, tip) + description + a ```ludic example. Seeded by exploding the former
  inline SECTIONS list; these files are now the source of truth.
- docs/site/: site.json (editable hero/features/showcase/messaging, not
  hardcoded) + snippets/*.ludic (real programs shown on the landing page).
- tools/docgen/gen.py: generates index.html, api.html, ludic-highlight.js and
  symbols.json. The highlighter's symbol tables, hover tips and jump anchors
  are GENERATED from the per-symbol files — add a symbol and it is recognized,
  tipped and linked in every snippet automatically. Python stdlib only.
- tools/docgen/check.py: verifies the pages contract + that no snippet token
  links to a missing reference anchor.
- .forgejo/workflows/docs.yml: rebuilds and publishes to the pages branch on
  every push to main touching the docs sources.

Consumes the new Screen.*/Color.*/named-arg API and the 221-color palette.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-08-29 16:25:54 +03:00
parent a3a1e4d160
commit 51ddfa3ce9
121 changed files with 3827 additions and 0 deletions

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# 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 }
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 } }
}
# a handler declares the entities 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
}
handler Report phase Update {
for (p) in query [Pos] { print(p.x) print(p.y) }
quit()
}
}

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program Toggles {
property Health { hp: int = 0, max: 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) }
handler Seed phase Start {
spawn Player { Health { max: 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
quit()
}
}

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program SceneDemo {
var counter: int = 0
handler Boot phase Start { counter = 0 print(1000) }
scene Title start {
on enter { print(1) }
on exit { print(2) }
layer Main {
handler Tick phase Update {
counter = counter + 1
print(100 + counter)
if counter >= 2 { become Play } # hand off to Play
}
}
}
scene Play {
on enter { print(3) counter = 0 }
on exit { print(4) }
layer World {
handler Step phase Update {
counter = counter + 1
print(200 + counter)
if counter >= 2 { quit() }
}
}
layer Hud { handler Draw phase Render { print(900) } }
}
}

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program Snake {
property Pos { x: int = 0, y: int = 0 }
property Seg { order: int = 0 }
const GRID_W: int = 20 const GRID_H: int = 15 const TILE: int = 16
var food_x: int = 14 var food_y: int = 7 var score: int = 0
handler Draw 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 {
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)
}
}
# 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.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)
Screen.show()
}
}