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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>
1.6 KiB
1.6 KiB
| id | name | category | kind | tokens | sig | tip | order |
|---|---|---|---|---|---|---|---|
| phase-update | Update | phases | phase | Update | phase Update | The ordinary per-frame game-logic step, run after Input and FixedUpdate. | 3 |
Update is the everyday game-logic phase, run each frame after Input and FixedUpdate and before LateUpdate and Render. It is where most gameplay lives when you are not being strict about determinism: spawn waves on a timer, apply the intent that Input recorded, check win/lose conditions, advance animations. Reach for Update by default and reserve FixedUpdate for the simulation you specifically want reproducible. Because it runs after Input, the current frame's key press is already reflected in your program vars by the time Update reads them.
program UpdateExample {
property Position { column: int = 0, row: int = 0 }
model Enemy { Position }
const GRID_WIDTH: int = 20
var elapsed_frames: int = 0
var score: int = 0
handler SpawnWave phase Update {
elapsed_frames = elapsed_frames + 1
if elapsed_frames % 30 == 0 {
let spawn_column = Random.range(low: 0, high: GRID_WIDTH - 1)
spawn Enemy { Position { column: spawn_column, row: 0 } }
score = score + 1
}
}
handler DrawWorld phase Render {
Screen.clear(Color.MidnightBlue)
for (current_position) in query [Position, {Enemy}] {
Screen.fill_rectangle(x: current_position.column * 16, y: current_position.row * 16, width: 16, height: 16, color: Color.Crimson)
}
Screen.draw_number(x: 4, y: 4, value: score, color: Color.Gold, scale: 1)
Screen.show()
}
}