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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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id: annot-onenable name: @OnEnable category: annotations kind: annotation tokens: @OnEnable sig: @OnEnable(Property) handler Name { … } tip: Run a handler when a paused property is re-enabled on an instance. order: 50
@OnEnable(Property) fires when a property that is present but disabled is turned back on with enable P on e. Unlike @OnAttach, the property's data was never destroyed — enable/disable only pause and resume a property that already exists, keeping its fields intact — so this hook is about a capability becoming active again rather than being created. The body runs in the instance's context and can read the retained field values. Use the enable/disable pair for a capability that toggles repeatedly (a power-up, a stun) where re-seeding on every toggle would be wrong. Add @Public to also emit a prop_<Property>_enable event.
program EnableHook {
property Tag { value: int = 0 }
property Shield { amount: int = 0 }
model Unit { Tag, Shield }
@OnEnable(Shield) handler ShieldBackOnline { # fires when Shield is re-enabled
print(Shield.amount) # 5 — the retained amount, not re-seeded
}
handler Seed phase Start {
spawn Unit { Tag { value: 1 }, Shield { amount: 5 } }
for (unit) in query [Unit] { disable Shield on self() }
}
handler Reactivate phase Render {
for (unit) in query [Unit] { enable Shield on self() } # triggers @OnEnable
quit()
}
}