ludic/docs/language/structure/kw-property.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.

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  instead of a single scrolling page; namespace overview pages (ns-screen …
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- Full authoritative surface documented from the compiler: every keyword, type,
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  page), all 22 annotations, namespace methods with parameter docs, builtins,
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- Longer, clearer explanations; "model"/"model instance" terminology, not "entity";
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  delta_y}, Health{current,maximum}, Player/Enemy) — no Pos/Seg/x/dx.
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Tooling
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Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-29 17:53:22 +03:00

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Markdown

---
id: kw-property
name: property
category: structure
kind: keyword
tokens: property
sig: property Name { field: T = default, … }
tip: A named record of typed fields — a per-model component, or a plain heap record.
order: 1
---
A <code>property</code> declares a named record of typed fields, each with a default value. It is the one record keyword in Ludic, and how you <b>use</b> it decides how it is stored: list it in a `model` (or `attach` it with `spawn`) and it becomes a per-instance component held in the engine's storage and bound in queries; construct it with `new` and it becomes a plain heap record addressed by a pointer. Fields carry a type and a default, so a freshly spawned or `new`-ed property starts fully seeded. Give fields descriptive names — `column`/`row`, not `x`/`y` — because those names are what handlers read and write.
```ludic
program Descent {
property Position { column: int = 0, row: int = 0 }
property Health { current: int = 100, maximum: int = 100 }
model Player { Position, Health }
handler Spawn phase Start {
spawn Hero { Position { column: 4, row: 4 }; Health { current: 80 } }
}
handler DrawWorld phase Render {
Screen.clear(Color.MidnightBlue)
for (position, health) in query [Position, Health, {Player}] {
let bar_width = health.current / 4
Screen.fill_rectangle(x: position.column, y: position.row, width: bar_width, height: 4, color: Color.Crimson)
}
Screen.show()
}
}
```