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>
31 lines
1.6 KiB
Markdown
31 lines
1.6 KiB
Markdown
---
|
|
id: annot-public
|
|
name: @Public
|
|
category: annotations
|
|
kind: annotation
|
|
tokens: @Public
|
|
sig: @Public @OnSpawn(Model) handler … { … }
|
|
tip: Promote a lifecycle hook to a public event other modules can listen for.
|
|
order: 50
|
|
---
|
|
|
|
<code>@Public</code> stacks in front of a lifecycle hook to also emit a well-named event at the same moment the hook fires, so other modules (or mods) can react without touching the original code. It turns a private hook into a public seam: <code>@Public @OnSpawn(Model)</code> emits <code>model_<Model>_spawn</code>, <code>@OnDespawn</code> emits <code>model_<Model>_despawn</code>, the property hooks emit <code>prop_<Property>_attach</code>/<code>_detach</code>/<code>_enable</code>/<code>_disable</code>, and <code>@OnStart</code>/<code>@OnQuit</code> emit <code>program_start</code>/<code>program_quit</code>. This is the same lowering the event system uses, so anyone can <code>@On</code> the generated event to extend behavior at that lifecycle point. Add it when a hook marks an extension point you want to keep open across a modular codebase.
|
|
|
|
```ludic
|
|
program PublicSpawn {
|
|
property Health { current: int = 0, maximum: int = 100 }
|
|
model Enemy { Health }
|
|
|
|
@Public @OnSpawn(Enemy) handler InitEnemy { # also emits model_Enemy_spawn
|
|
Health.current = Health.maximum
|
|
}
|
|
|
|
@On(model_Enemy_spawn) handler AnnounceEnemy { # another module hooks the public event
|
|
print(1) # 1 — reacts to every Enemy spawn
|
|
}
|
|
|
|
handler SpawnWave phase Start {
|
|
spawn Enemy { Health { current: 0, maximum: 100 } }
|
|
}
|
|
}
|
|
```
|