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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>
26 lines
971 B
Markdown
26 lines
971 B
Markdown
---
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id: screen-width
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name: Screen.width
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category: screen
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kind: namespace-method
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tokens: Screen.width
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sig: Screen.width() -> int
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tip: The framebuffer width in pixels.
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order: 7
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ns: Screen
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member: width
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---
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Returns the width of the framebuffer in pixels — the number of drawable columns. Use it to lay out and center content relative to the actual screen size rather than hard-coding a fixed number, so your HUD or menu stays positioned correctly if the resolution changes. It pairs with <code>Screen.height</code> for full-screen calculations such as clamping a moving object inside the visible area. It takes no arguments and can be read during any handler.
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```ludic
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program CenteredLabel {
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handler DrawWorld phase Render {
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Screen.clear(Color.MidnightBlue)
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let label_width = 10 * 6
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let centered_x = (Screen.width() - label_width) / 2
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Screen.draw_text(x: centered_x, y: 40, text: "CHRONORIFT", color: Color.Gold, scale: 1)
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Screen.show()
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}
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}
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```
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