ludic/docs/language/control/kw-if.md
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docs(api): per-symbol pages, fuzzy search, deep token linking, hover cards
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.
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- 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>
2026-08-29 17:53:22 +03:00

39 lines
1.5 KiB
Markdown

---
id: kw-if
name: if / else
category: control
kind: keyword
tokens: if else
sig: if cond { … } else { … }
tip: A branch — run one block when a condition holds, another when it doesn't.
order: 0
---
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.
```ludic
program Threshold {
property Health { current: int = 100, maximum: int = 100 }
model Player { Health }
handler Boot phase Start {
spawn Hero { Health { current: 25 } }
}
handler DrawWorld phase Render {
Screen.clear(Color.MidnightBlue)
for (health) in query [Health, {Player}] {
if health.current <= 0 {
Screen.draw_text(x: 8, y: 8, text: "DEFEATED", color: Color.Crimson, scale: 2)
} else {
if health.current < 30 {
Screen.draw_text(x: 8, y: 8, text: "DANGER", color: Color.Gold, scale: 2)
} else {
Screen.draw_text(x: 8, y: 8, text: "OK", color: Color.LimeGreen, scale: 2)
}
}
}
Screen.show()
}
}
```