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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>
40 lines
1.7 KiB
Markdown
40 lines
1.7 KiB
Markdown
---
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id: phase-fixedupdate
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name: FixedUpdate
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category: phases
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kind: phase
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tokens: FixedUpdate
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sig: phase FixedUpdate
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tip: The deterministic simulation step — physics and gameplay meant to be reproducible.
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order: 2
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---
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`FixedUpdate` runs each frame after `Input` and before `Update`. It is the home for the <b>deterministic core of the simulation</b> — movement, collisions, physics — the logic you want to produce the identical result given the same inputs and RNG seed. The runtime groups `Input`, `FixedUpdate`, `Update`, and `LateUpdate` into the "sim" step (exposed together for replay, rollback, and headless tests), while `Render` is kept separate so drawing never affects the outcome. Put anything that must stay reproducible here and mark the handler `@deterministic`; put frame-dressing and non-critical logic in `Update` instead.
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```ludic
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program FixedUpdateExample {
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property Position { column: int = 0, row: int = 0 }
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property Velocity { delta_x: int = 0, delta_y: int = 0 }
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model Projectile { Position, Velocity }
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handler SpawnShot phase Start {
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spawn Projectile { Position { column: 0, row: 8 }; Velocity { delta_x: 1, delta_y: 0 } }
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}
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@deterministic
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handler AdvancePositions phase FixedUpdate {
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for (current_position, current_velocity) in query [Position, Velocity] {
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current_position.column = current_position.column + current_velocity.delta_x
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current_position.row = current_position.row + current_velocity.delta_y
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}
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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 (current_position) in query [Position, {Projectile}] {
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Screen.fill_rectangle(x: current_position.column * 16, y: current_position.row * 16, width: 16, height: 16, color: Color.Crimson)
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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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