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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>
52 lines
1.7 KiB
Markdown
52 lines
1.7 KiB
Markdown
---
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id: kw-on
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name: on enter / on exit
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category: scenes
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kind: keyword
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tokens: on
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sig: on enter { … } on exit { … }
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tip: Scene lifecycle hooks that fire as a scene becomes active or is left.
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order: 2
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---
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`on` introduces a scene's lifecycle hooks: `on enter { … }` runs once when the scene becomes active, and `on exit { … }` runs once as it is left. They are hooks, <b>not phases</b> — the place for per-scene setup and teardown that has no equivalent in a mode register. The start scene's `on enter` fires at boot right after the `Start` phase; on a `become Other` the current scene's `on exit` runs, the active scene switches, then the new scene's `on enter` runs. Use `on enter` to spawn the models a scene needs and reset its counters, and `on exit` to tidy up before leaving.
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```ludic
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program SceneHookExample {
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property Position { column: int = 0, row: int = 0 }
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model Enemy { Position }
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var elapsed_frames: int = 0
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scene Overworld start {
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layer World {
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handler EnterBattle phase Update {
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if Input.key() == 'b' { become Battle }
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}
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handler DrawWorld phase Render {
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Screen.clear(Color.MidnightBlue)
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Screen.show()
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}
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}
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}
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scene Battle {
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on enter {
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elapsed_frames = 0
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spawn Enemy { Position { column: 8, row: 4 } }
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}
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on exit {
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for (any_position) in query [Position, {Enemy}] { despawn self() }
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}
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layer Fight {
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handler DrawBattle phase Render {
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Screen.clear(Color.Crimson)
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for (current_position) in query [Position, {Enemy}] {
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Screen.fill_rectangle(x: current_position.column * 16, y: current_position.row * 16, width: 16, height: 16, color: Color.White)
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}
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Screen.show()
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}
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}
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}
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}
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```
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