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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-model | model | structure | keyword | model | model Name { PropA, PropB, … } | A named kind of thing — a fixed bundle of properties you spawn by one name. | 2 |
A model names a kind of thing in your game and the fixed set of properties every instance of it carries. Instead of attaching properties one by one, you spawn the model by name and every listed property comes with it, seeded from its defaults. A model's name doubles as a query tag: write {Player} inside a query [...] to match only instances of that model. The model itself has no fields of its own, so you never bind it to a variable — you bind its properties and filter by its tag.
program Arena {
property Position { column: int = 0, row: int = 0 }
property Velocity { delta_x: int = 0, delta_y: int = 0 }
property Health { current: int = 100, maximum: int = 100 }
model Player { Position, Health }
model Enemy { Position, Velocity, Health }
handler Spawn phase Start {
spawn Hero { Position { column: 2, row: 8 } }
spawn Grunt { Position { column: 18, row: 8 }; Velocity { delta_x: -1 } }
}
handler AdvanceEnemies phase Update {
for (position, velocity) in query [Position, Velocity, {Enemy}] {
position.column = position.column + velocity.delta_x
}
}
}