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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>
39 lines
1.6 KiB
Markdown
39 lines
1.6 KiB
Markdown
---
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id: phase-render
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name: Render
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category: phases
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kind: phase
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tokens: Render
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sig: phase Render
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tip: The last per-frame phase — draw the world, then call Screen.show() once.
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order: 5
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---
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`Render` is the final phase of every frame, run after all the logic phases (`Input`, `FixedUpdate`, `Update`, `LateUpdate`) have finished. A `handler … phase Render` paints the frame with the `Screen.*` calls — start by clearing the surface with `Screen.clear`, draw everything back-to-front, and finish with a single `Screen.show()` to present the completed frame to the window. Keep `Render` free of game-state changes: it should read the world and draw it, not move things, so that the drawing never affects the simulation. When you use scenes, layers within a scene render in declaration order, so a HUD layer written after a world layer paints on top of it.
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```ludic
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program RenderExample {
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property Position { column: int = 0, row: int = 0 }
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model Player { Position }
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const TILE_SIZE: int = 16
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var score: int = 0
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handler PlacePlayer phase Start {
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spawn Player { Position { column: 5, row: 6 } }
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}
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handler DrawWorld phase Render {
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Screen.clear(Color.MidnightBlue)
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for (current_position) in query [Position, {Player}] {
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Screen.fill_rectangle(
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x: current_position.column * TILE_SIZE,
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y: current_position.row * TILE_SIZE,
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width: TILE_SIZE, height: TILE_SIZE, color: Color.LimeGreen)
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}
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Screen.draw_text(x: 6, y: 4, text: "SCORE", color: Color.White, scale: 1)
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Screen.draw_number(x: 52, y: 4, value: score, color: Color.Gold, scale: 1)
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Screen.show()
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}
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}
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```
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