ludic/docs/language/screen/screen-fill_rectangle.md
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docs(api): per-symbol pages, fuzzy search, deep token linking, hover cards
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>
2026-08-29 17:53:22 +03:00

1.7 KiB

id name category kind tokens sig tip order ns member
screen-fill_rectangle Screen.fill_rectangle screen namespace-method Screen.fill_rectangle Screen.fill_rectangle(x, y, width, height, color) Draw a solid, filled rectangle at a pixel position. 1 Screen fill_rectangle

Draws a solid block of color from the top-left corner (x, y) spanning width by height pixels. This is the workhorse for drawing tiles, sprites-from-primitives, health bars, and background panels, since a Ludic game paints every pixel itself rather than loading image assets. Coordinates are in pixels measured from the top-left of the screen, so multiply a grid column/row by your tile size to place things on a board. Parts of the rectangle that fall outside the framebuffer are simply clipped.

Parameters:

  • x — the left edge, in pixels from the left of the screen
  • y — the top edge, in pixels from the top of the screen
  • width — the rectangle width in pixels
  • height — the rectangle height in pixels
  • color — the fill color, e.g. a Color.* name or a 0xRRGGBB literal
program FilledTiles {
  property Position { column: int = 0, row: int = 0 }
  model Player { Position }

  const TILE_SIZE: int = 16

  handler SpawnPlayer phase Start {
    spawn Player { Position { column: 4, row: 3 } }
  }

  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()
  }
}