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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>
39 lines
1.5 KiB
Markdown
39 lines
1.5 KiB
Markdown
---
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id: kw-if
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name: if / else
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category: control
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kind: keyword
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tokens: if else
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sig: if cond { … } else { … }
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tip: A branch — run one block when a condition holds, another when it doesn't.
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order: 0
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---
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An <code>if</code> runs its block when the condition is true; an optional `else` block runs when it is false, and the `else` may itself be another `if` to form a ladder. The condition is a plain boolean expression with <b>no surrounding parentheses</b>, and the braces are always required even for a single statement. Ludic's boolean operators are the words `and`, `or` and `not` (not `&&`/`||`/`!`), and note that bitwise operators bind tighter than comparison, so `flags & MASK == 0` already means `(flags & MASK) == 0`. When the branches grow into a chain testing one value against several constants, reach for `match` instead.
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```ludic
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program Threshold {
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property Health { current: int = 100, maximum: int = 100 }
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model Player { Health }
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handler Boot phase Start {
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spawn Hero { Health { current: 25 } }
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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 (health) in query [Health, {Player}] {
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if health.current <= 0 {
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Screen.draw_text(x: 8, y: 8, text: "DEFEATED", color: Color.Crimson, scale: 2)
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} else {
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if health.current < 30 {
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Screen.draw_text(x: 8, y: 8, text: "DANGER", color: Color.Gold, scale: 2)
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} else {
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Screen.draw_text(x: 8, y: 8, text: "OK", color: Color.LimeGreen, scale: 2)
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}
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}
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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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