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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>
20 lines
760 B
Text
20 lines
760 B
Text
program Toggles {
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property Health { current: int = 0, maximum: int = 100 }
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property Shield { amount: int = 0 }
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model Player { Health, Shield }
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# hooks fire at the toggle point, data bound by name
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@OnDisable(Shield) handler ShieldDown { print(Shield.amount + 1) }
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@OnEnable(Shield) handler ShieldUp { print(Shield.amount + 2) }
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handler SpawnPlayer phase Start {
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spawn Player { Health { maximum: 50 }, Shield { amount: 5 } }
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}
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handler ToggleShield phase Render {
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for (player) in query [Player] { disable Shield on self() } # @OnDisable
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for (player) in query [Player] { enable Shield on self() } # @OnEnable, data intact
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disable Player # whole model off
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quit()
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}
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}
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