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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 | name | category | kind | tokens | sig | tip | order |
|---|---|---|---|---|---|---|---|
| kw-disable | disable | ecs | keyword | disable | disable Prop on entity | Deactivate a property, model, or handler without destroying its data. | 5 |
disable switches something off while keeping it intact, so a later enable brings it back untouched — a reversible pause rather than a destruction. disable Prop on instance clears that instance's has-flag for the property, so queries stop matching it, but the field values stay in storage. It has three scopes: one property on one instance (disable Shield on self()), a whole model (disable Enemy drops all its instances out of every query), and a handler (disable AiThink stops it running each phase until re-enabled). Each toggle is a single flag flip, so nothing is copied or freed. Disabling a property fires any @OnDisable(Prop) hook. Contrast with detach, which structurally removes a property (a later attach re-seeds fresh fields).
program Stealth {
property Position { column: int = 0, row: int = 0 }
property Velocity { delta_x: int = 0, delta_y: int = 0 }
model Enemy { Position, Velocity }
handler Boot phase Start {
spawn Grunt { Position { column: 4, row: 4 }; Velocity { delta_x: 1 } }
}
handler FreezeEnemies phase Update {
if Input.key() == 'p' {
for (velocity) in query [Velocity, {Enemy}] { disable Velocity on self() }
}
}
}