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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>
34 lines
1.4 KiB
Markdown
34 lines
1.4 KiB
Markdown
---
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id: phase-input
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name: Input
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category: phases
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kind: phase
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tokens: Input
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sig: phase Input
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tip: The first per-frame phase — read the keyboard and record the player's intent.
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order: 1
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---
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`Input` is the first phase of every frame. The runtime polls the keyboard just before it runs, so a `handler … phase Input` reads the current key with `Input.key()` and turns it into intent — a chosen direction, a menu selection, a pause toggle — usually by writing a program `var` that later phases act on. Keep it to <b>reading input and recording decisions</b>: do the actual movement and simulation in `FixedUpdate`/`Update`, and the drawing in `Render`. Because it runs before `FixedUpdate`, `Update`, `LateUpdate`, and `Render`, the intent it records is visible to every phase in the same frame.
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```ludic
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program InputExample {
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const DIRECTION_LEFT: int = 0
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const DIRECTION_RIGHT: int = 1
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var facing: int = DIRECTION_RIGHT
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handler ReadControls phase Input {
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let pressed_key = Input.key()
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if pressed_key == 'a' { facing = DIRECTION_LEFT }
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if pressed_key == 'd' { facing = DIRECTION_RIGHT }
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}
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handler DrawWorld phase Render {
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Screen.clear(Color.MidnightBlue)
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var marker_x = 40
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if facing == DIRECTION_RIGHT { marker_x = 200 }
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Screen.fill_rectangle(x: marker_x, y: 100, width: 16, height: 16, color: Color.LimeGreen)
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Screen.show()
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}
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}
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```
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