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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>
1.3 KiB
1.3 KiB
| id | name | category | kind | tokens | sig | tip | order |
|---|---|---|---|---|---|---|---|
| fn-world_save | world_save | ecs | builtin | world_save | world_save(buf) -> int | Serialize the whole world into a buffer; returns the number of bytes written. | 50 |
world_save serializes the entire ECS world — every live instance, its kind, and all its property fields — into a byte buffer you provide, and returns the number of bytes written. It is the low-level, buffer-based form of a save: allocate a buffer with bytes(n) large enough to hold the snapshot, pass it in, and persist the written bytes (or hand them across the mod ABI). The exact count comes back so you know how much of the buffer is meaningful. Restore a snapshot later with world_load. For a simple whole-game save to the default slot, the higher-level save() builtin is usually enough.
Parameters:
buf— the destination byte buffer, e.g. frombytes(n)
program SnapshotOut {
property Position { column: int = 0, row: int = 0 }
model Enemy { Position }
handler Boot phase Start {
spawn Grunt { Position { column: 3, row: 3 } }
}
handler Persist phase Update {
if Input.key() == 's' {
let buffer = bytes(4096)
let written = world_save(buffer)
Screen.status(str(written))
}
}
}