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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>
30 lines
1.2 KiB
Markdown
30 lines
1.2 KiB
Markdown
---
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id: kw-detach
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name: detach
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category: ecs
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kind: keyword
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tokens: detach
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sig: detach Prop on entity
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tip: Structurally remove a property from a live model instance.
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order: 7
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---
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<code>detach</code> removes a property from a live model instance, firing the property's `@OnDetach(Prop)` hook <b>before</b> the has-flag clears — so the hook can still read the outgoing field values as it tears down. It is the structural opposite of `attach`: where `disable` pauses a property but keeps its data for a later `enable`, `detach` genuinely removes the property, and a later `attach` re-seeds fresh fields from defaults. Detaching a property the instance does not have is a no-op. Reach for it when something is gone for good — a shield consumed, a status effect that has run its course, an ability removed.
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```ludic
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program ShieldBreak {
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property Position { column: int = 0, row: int = 0 }
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property Shield { amount: int = 0 }
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model Player { Position, Shield }
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handler Boot phase Start {
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spawn Hero { Position { column: 6, row: 6 }; Shield { amount: 1 } }
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}
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handler ConsumeShield phase Update {
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for (shield) in query [Shield, {Player}] {
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if shield.amount <= 0 { detach Shield on self() }
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}
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}
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}
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```
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