ludic/docs/language/screen/screen-clear.md
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docs(api): per-symbol pages, fuzzy search, deep token linking, hover cards
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>
2026-08-29 17:53:22 +03:00

33 lines
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Markdown

---
id: screen-clear
name: Screen.clear
category: screen
kind: namespace-method
tokens: Screen.clear
sig: Screen.clear(color)
tip: Fill the whole framebuffer with one color to start a fresh frame.
order: 0
ns: Screen
member: clear
---
Paints every pixel of the framebuffer a single color, wiping whatever the previous frame drew. Call it first inside your <code>Render</code> handler so each frame starts from a known background instead of leftover pixels. The one argument is a color, which can be a named palette value such as <code>Color.MidnightBlue</code> or a raw hex literal like <code>0x0d1020</code>. After clearing, draw the scene on top and finish with <code>Screen.show()</code>.
Parameters:
- `color` — the background color to fill with, e.g. a `Color.*` name or a `0xRRGGBB` literal
```ludic
program ClearBackground {
var elapsed_frames: int = 0
handler CountFrames phase Update {
elapsed_frames = elapsed_frames + 1
}
handler DrawWorld phase Render {
Screen.clear(Color.MidnightBlue)
Screen.draw_number(x: 8, y: 8, value: elapsed_frames, color: Color.White, scale: 1)
Screen.show()
}
}
```