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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 |
|---|---|---|---|---|---|---|---|
| kw-query | query | ecs | keyword | query | query [PropA, PropB, {Tag}] | Match every model instance carrying all the listed properties. | 2 |
A query selects every live model instance that carries all the listed properties, and is the core way handlers reach data. Use it in a for (…) in query [...] loop, where you write one loop variable per bound property in declaration order; each pass binds those properties for one matching instance and self() gives that instance. A {Model} term in tag position filters by model kind without binding a variable, so query [Position, {Player}] walks only players. Add a where clause to filter on field values (where health.current > 0). Matching is lazy and re-checked per instance as the loop reaches each id, not snapshotted, so spawns and despawns during the loop follow well-defined rules.
program Collisions {
property Position { column: int = 0, row: int = 0 }
property Health { current: int = 100, maximum: int = 100 }
model Enemy { Position, Health }
handler Boot phase Start {
spawn Grunt { Position { column: 5, row: 5 }; Health { current: 10 } }
}
handler DrawWorld phase Render {
Screen.clear(Color.MidnightBlue)
for (position, health) in query [Position, Health, {Enemy}] where health.current > 0 {
Screen.fill_rectangle(x: position.column * 16, y: position.row * 16, width: 16, height: 16, color: Color.Crimson)
}
Screen.show()
}
}