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
  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

35 lines
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Markdown

---
id: kw-state
name: state
category: control
kind: keyword
tokens: state
sig: state Name { … }
tip: One state of a machine — its body runs while the machine sits in it.
order: 7
---
A <code>state</code> declares one state of an enclosing <code>machine</code>: 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.
```ludic
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")
}
}
}
}
```