ludic/docs/language/control/kw-state.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
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Deep linking in every snippet & example
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  `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

1.3 KiB

id name category kind tokens sig tip order
kw-state state control keyword state state Name { … } One state of a machine — its body runs while the machine sits in it. 7

A state declares one state of an enclosing machine: a named block whose body runs while the machine's store holds that state's value. States take their value from declaration order — the first state is 0, the next 1, and so on — so you refer to them by name and never track the numbers yourself (write state Name = expr only when a state must have a specific value). From inside a state, become OtherName transitions the machine by storing the target state's value back into the store. Keep each state focused on the logic for that mode and hand off with become when its condition to move on is met.

program DoorControl {
  enum DoorState { Closed, Opening, Open }
  var door: int = DoorState.Closed
  var elapsed_frames: int = 0

  handler RunDoor phase Update {
    machine door {
      state Closed {
        if Input.key() == ' ' { elapsed_frames = 0; become Opening }
      }
      state Opening {
        elapsed_frames = elapsed_frames + 1
        if elapsed_frames >= 30 { become Open }
      }
      state Open {
        Screen.status("door open")
      }
    }
  }
}