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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>
919 B
919 B
| id | name | category | kind | tokens | sig | tip | order |
|---|---|---|---|---|---|---|---|
| fn-quit | quit | builtins | builtin | quit | quit() | Stop the game loop cleanly after the current frame finishes. | 2 |
Signals the runtime to stop the game loop after the current frame completes, ending the program in an orderly way. Because it lets the in-progress frame finish, any drawing you have already queued for this frame is still presented. Use it for a "quit to desktop" action, to end a headless test once its work is done, or to stop on a win/lose condition. For an immediate, mid-frame stop with a status code instead, use exit. It takes no arguments.
program QuitOnKey {
handler ReadInput phase Input {
if Input.key() == 'q' { quit() }
}
handler DrawWorld phase Render {
Screen.clear(Color.MidnightBlue)
Screen.draw_text(x: 8, y: 8, text: "PRESS Q TO QUIT", color: Color.White, scale: 1)
Screen.show()
}
}