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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>
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1.3 KiB
| id | name | category | kind | tokens | sig | tip | order |
|---|---|---|---|---|---|---|---|
| kw-become | become | control | keyword | become | become Name | Transition to another state of the enclosing machine, or to another scene. | 8 |
A become statement performs a transition. Inside a machine, become Name moves to another state of that machine by storing the target state's value back into the machine's store, so the next dispatch runs the new state. Used from a scene's layer handler, become Scene instead switches the active scene: the current scene's on exit runs, the active-scene register is set, and the target scene's on enter runs — two direct calls and a store, with no dispatch table. become names its target and knows from context which kind of transition it is, so you rarely think about the machinery. Transitioning is cheap and takes effect immediately for machine states.
program EncounterFlow {
enum Stage { Explore, Battle, Victory }
var stage: int = Stage.Explore
var enemies_left: int = 2
handler RunStage phase Update {
machine stage {
state Explore {
if Input.key() == ' ' { become Battle }
}
state Battle {
if enemies_left <= 0 { become Victory }
}
state Victory {
Screen.status("you win")
}
}
}
}