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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>
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1.3 KiB
| id | name | category | kind | tokens | sig | tip | order |
|---|---|---|---|---|---|---|---|
| kw-cancel | cancel | events | keyword | cancel | cancel | Inside a listener, veto the cancellable event being emitted. | 2 |
cancel is used inside an @On listener to veto the cancellable event currently being emitted. Calling it sets the payload's cancelled flag, and once the emit finishes running its listeners that flag comes back to the caller — emit E(…) used as an expression yields 1 when any listener cancelled and 0 otherwise. Guard it behind whatever condition should block the action; listeners that do not cancel simply observe. cancel is only meaningful in a listener for an event declared cancellable.
program CancelExample {
event cancellable BeforeOpenDoor { key_count: int = 0 }
var keys: int = 0
var doors_opened: int = 0
@On(BeforeOpenDoor) handler RequireKey { if key_count <= 0 { cancel } }
handler TryOpen phase Update {
if Input.key() == 'o' {
if emit BeforeOpenDoor(key_count: keys) == 0 {
doors_opened = doors_opened + 1
keys = keys - 1
}
}
}
handler DrawWorld phase Render {
Screen.clear(Color.MidnightBlue)
Screen.draw_number(x: 4, y: 4, value: doors_opened, color: Color.Gold, scale: 1)
Screen.show()
}
}