All checks were successful
docs / build-and-deploy (push) Successful in 2s
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>
1.8 KiB
1.8 KiB
| id | name | category | kind | tokens | sig | tip | order | ns | member |
|---|---|---|---|---|---|---|---|---|---|
| map-tile | Map.tile | map | namespace-method | Map.tile | Map.tile(x, y) -> int | Read the tile character at a cell (out-of-bounds reads answer '#'). | 2 | Map | tile |
Reads the tile character at cell (x, y) and returns it as a character code, so you can compare it against literals like '#' or '.'. Use it for collision checks (is the cell ahead a wall?), rendering the map, or querying your own custom tile codes. Cells outside the map you set with Map.size answer '#', so the border of the world acts as a wall automatically and you never need special edge-of-map handling. Coordinates are cell indices, not pixels.
Parameters:
x— the cell column to read (0-based)y— the cell row to read (0-based)
program WallCollision {
property Position { column: int = 0, row: int = 0 }
model Player { Position }
const TILE_SIZE: int = 16
handler BuildLevel phase Start {
Map.size(width: 8, height: 4)
Map.row(y: 0, cells: "########")
Map.row(y: 1, cells: "#..##..#")
Map.row(y: 2, cells: "#......#")
Map.row(y: 3, cells: "########")
spawn Player { Position { column: 1, row: 2 } }
}
handler MovePlayer phase Update {
for (Position) in query [Position, {Player}] {
let next_column = Position.column + 1
if Map.tile(x: next_column, y: Position.row) != '#' {
Position.column = next_column
}
}
}
handler DrawWorld phase Render {
Screen.clear(Color.MidnightBlue)
for (Position) in query [Position, {Player}] {
Screen.fill_rectangle(
x: Position.column * TILE_SIZE,
y: Position.row * TILE_SIZE,
width: TILE_SIZE,
height: TILE_SIZE,
color: Color.LimeGreen)
}
Screen.show()
}
}