ludic/docs/language/screen/screen-draw_text.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

1.5 KiB

id name category kind tokens sig tip order ns member
screen-draw_text Screen.draw_text screen namespace-method Screen.draw_text Screen.draw_text(x, y, text, color, scale) Draw a string with the built-in font at an integer scale. 4 Screen draw_text

Draws a string using Ludic's built-in bitmap font, starting at the top-left pixel (x, y). The scale is an integer multiplier: 1 is the native font size, 2 is double-height and double-width, and so on — there are no fractional sizes. Use it for labels, menus, and messages such as titles or "GAME OVER"; for numbers that change every frame prefer Screen.draw_number, which needs no string conversion. The text is drawn in the given color over whatever is already on screen.

Parameters:

  • x — the left edge of the first character, in pixels
  • y — the top edge of the text, in pixels
  • text — the string to draw
  • color — the text color, e.g. a Color.* name or a 0xRRGGBB literal
  • scale — integer size multiplier (1 = native size)
program TitleScreen {
  var elapsed_frames: int = 0

  handler CountFrames phase Update {
    elapsed_frames = elapsed_frames + 1
  }

  handler DrawWorld phase Render {
    Screen.clear(Color.MidnightBlue)
    Screen.draw_text(x: 40, y: 60, text: "CHRONORIFT", color: Color.Gold, scale: 3)
    Screen.draw_text(x: 64, y: 120, text: "PRESS ANY KEY", color: Color.White, scale: 1)
    Screen.show()
  }
}