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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 |
|---|---|---|---|---|---|---|---|
| phase-start | Start | phases | phase | Start | phase Start | Runs once at boot, before the game loop — the place to set up initial state. | 0 |
Start is the boot phase: a handler … phase Start runs exactly once, before the first frame and before the per-frame loop begins. Use it to build the world that everything else assumes — seed the RNG with Random.seed, set the tilemap size with Map.size, spawn the starting models, and initialise your program vars. It runs before any scene is entered, so it is the one phase a scene layer handler may not use; per-scene setup belongs in a scene's on enter block instead. Every other phase (Input, FixedUpdate, Update, LateUpdate, Render) then repeats each frame, but Start never runs again.
program StartExample {
property Position { column: int = 0, row: int = 0 }
model Player { Position }
const GRID_WIDTH: int = 20
var score: int = 0
handler SetUpWorld phase Start {
Random.seed(value: 1)
Map.size(width: GRID_WIDTH, height: 15)
score = 0
spawn Player { Position { column: 10, row: 7 } }
}
handler DrawWorld phase Render {
Screen.clear(Color.MidnightBlue)
Screen.draw_number(x: 4, y: 4, value: score, color: Color.Gold, scale: 1)
Screen.show()
}
}