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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>
1.4 KiB
1.4 KiB
id: kw-property name: property category: structure kind: keyword tokens: property sig: property Name { field: T = default, … } tip: A named record of typed fields — a per-model component, or a plain heap record. order: 1
A property declares a named record of typed fields, each with a default value. It is the one record keyword in Ludic, and how you use it decides how it is stored: list it in a model (or attach it with spawn) and it becomes a per-instance component held in the engine's storage and bound in queries; construct it with new and it becomes a plain heap record addressed by a pointer. Fields carry a type and a default, so a freshly spawned or new-ed property starts fully seeded. Give fields descriptive names — column/row, not x/y — because those names are what handlers read and write.
program Descent {
property Position { column: int = 0, row: int = 0 }
property Health { current: int = 100, maximum: int = 100 }
model Player { Position, Health }
handler Spawn phase Start {
spawn Hero { Position { column: 4, row: 4 }; Health { current: 80 } }
}
handler DrawWorld phase Render {
Screen.clear(Color.MidnightBlue)
for (position, health) in query [Position, Health, {Player}] {
let bar_width = health.current / 4
Screen.fill_rectangle(x: position.column, y: position.row, width: bar_width, height: 4, color: Color.Crimson)
}
Screen.show()
}
}