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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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| id | name | category | kind | tokens | sig | tip | order |
|---|---|---|---|---|---|---|---|
| fn-world_count | world_count | ecs | builtin | world_count | world_count() -> int | The total number of live model instances in the world. | 50 |
world_count returns the total number of live model instances in the world, as an int — a quick census without walking the world yourself. It takes no arguments and counts every spawned instance regardless of which properties it carries, so it is handy for a mod or debug overlay that wants a running tally of everything alive using the reflection ABI rather than a query loop. To resolve names to numeric ids for the other reflection calls, see world_prop_id; to read a specific instance's fields by id, see world_get.
program Census {
property Position { column: int = 0, row: int = 0 }
model Enemy { Position }
handler SpawnEnemies phase Start {
spawn Enemy { Position { column: 3, row: 3 } }
spawn Enemy { Position { column: 9, row: 3 } }
}
handler DrawWorld phase Render {
Screen.clear(Color.MidnightBlue)
let alive = world_count()
Screen.draw_number(x: 8, y: 8, value: alive, color: Color.Gold, scale: 2)
Screen.show()
}
}