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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>
1.3 KiB
1.3 KiB
| id | name | category | kind | tokens | sig | tip | order |
|---|---|---|---|---|---|---|---|
| kw-exit | exit | scenes | keyword | exit | on exit { … } | The scene-exit hook — runs once as a scene is left. | 4 |
exit names the body of a scene's exit hook, written on exit { … }. It runs once when the scene is left — on a become Other, the leaving scene's on exit runs first, then the active scene switches and the new scene's on enter runs. Use it to tear down what the scene created so it does not leak into the next state: despawn the scene's models, hide a menu, save progress. Like on enter, it is a lifecycle hook rather than a phase and holds plain statements, not phase handlers.
program ExitHookExample {
property Position { column: int = 0, row: int = 0 }
model Enemy { Position }
scene Battle start {
on enter { spawn Enemy { Position { column: 8, row: 4 } } }
on exit {
for (any_position) in query [Position, {Enemy}] { despawn self() }
}
layer Fight {
handler LeaveBattle phase Update {
if Input.key() == 'q' { become Overworld }
}
handler DrawBattle phase Render {
Screen.clear(Color.Crimson)
Screen.show()
}
}
}
scene Overworld {
layer World {
handler DrawWorld phase Render {
Screen.clear(Color.MidnightBlue)
Screen.show()
}
}
}
}